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UlTImaTe eqU¹pmeNT
UlTImaTe eqU¹pmeNT
UlTImaTe eqU¹pmeNT
CREDITS
Lead Designer: Jason Bulmahn Designers: Stephen Radney-MacFarland and Sean K Reynolds Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors (see page 387) Cover Artist: Wayne Reynolds Interior Artists: Kerem Beyit, Dmitry Burmak, Vincent Dutrait, Graf it Studios, Francesco Graziani, Michal Ivan, Chuck Lukcas, Steve Prescott, Christophe Swal, Wayne Reynolds, and Kieran Yanner Creative Director: James Jacobs Managing Editor: F. Wesley Schneider Development: Logan Bonner, Adam Daigle, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, and James L. Sutter Editing: Jeffery Alvarez, Judy Bauer, Logan Bonner, Christopher Carey, and Erik Mona Editorial Assistance: Rob McCreary and Mark Moreland Editorial Intern: Jerome Virnich Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Production Specialist: Crystal Frasier Publisher: Erik Mona Paizo CEO: Lisa Stevens Vice President of Operations: Jeffrey Alvarez Director of Sales: Pierce Watters Finance Manager: Christopher Self Staff Accountant: Kunji Sedo Technical Director: Vic Wertz Senior Software Developer: Gary Teter Campaign Coordinator: Mike Brock Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter Warehouse Team: Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz Special Thanks: Ryan Dancey, Clark Peterson, all of RPG Superstar’s incredibly talented contestants, and the proud participants of the open gaming movement. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort.
Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online as part of the Pathf inder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathf inder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identif ied as Product Identity, as def ined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as def ined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Ultimate Equipment is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathf inder, GameMastery, and Pathf inder Society are registered trademarks of Paizo Publishing, LLC; Pathf inder Roleplaying Game, Pathf inder Campaign Setting, Pathf inder Module, Pathf inder Player Companion, and Pathf inder Tales are trademarks of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. Second printing May 2016. Printed in China.
TABLE OF CONTENTS INTRODUCTION
4
CHAPTER 1: ARMS AND ARMOR
6
Armor Weapons
Firearms Fighter Weapon Groups
Special Materials
8 16 41 47
48
Primitive Materials
52
CHAPTER 2: GEAR
54
Adventuring Gear Tools and Skill Kits Animals, Mounts, and Related Gear Clothing Entertainment and Trade Goods Food and Drink Lodging and Services Alchemical Remedies Alchemical Tools Alchemical Weapons Poisons
56 76 80 88 92 94 98 100 102 106 110
CHAPTER 3: MAGIC ARMS AND ARMOR 112 Armor Special Abilities Specific Magic Armor & Shields Weapon Special Abilities Specific Magic Weapons
114 124 134 150
CHAPTER 4: RINGS, RODS, AND STAVES 164 Rings Rods Staves
166 178 192
CHAPTER 5: WONDROUS ITEMS Introduction Belts Slot Wondrous Items Body Slot Wondrous Items Chest Slot Wondrous Items Eyes Slot Wondrous Items Feet Slot Wondrous Items Hands Slot Wondrous Items Head Slot Wondrous Items Headband Slot Wondrous Items Neck Slot Wondrous Items Shoulders Slot Wondrous Items Wrists Slot Wondrous Items Slotless Wondrous Items
204
206 208 214 220 224 228 234 240 248 254 262 270 276
CHAPTER 6: ARTIFACTS AND OTHER ITEMS 326 Artifacts Cursed Items Intelligent Items
328 340 352
APPENDICES
360
INDEX
392
OPEN GAME LICENSE
398
Appendix 1: Treasure Generator Appendix 2: Gems and Jewelry Appendix 3: Art Objects
360 388 390
UlTimaTe eqUipmeNT
Introduction G
ear is the great equalizer. Whether it’s the sword that makes the pint-sized half ling suddenly the deadliest warrior in a fight, or the armor that lets a human shrug off a giant’s blow, the things we own protect us, help us advance our aims, and allow us to distinguish ourselves from the crowd. The items we use define us—for isn’t tool use one of the great markers of sentient creatures? Equipment is especially important to adventurers. A wizard may laugh at a warrior for encasing herself in armor and relying on sharpened steel to solve her problems—but where would that same wizard be without his staff and magic rings? From the alchemist’s alembics to the rogue’s lockpicks, all characters in the Pathfinder Roleplaying Game rely on equipment and magic items. But with items strewn across various sourcebooks and adventures, it can be difficult to know where to start. Pathfinder RPG Ultimate Equipment is your one-stop shopping experience for fantasy roleplaying. Inside this book you’ll find all the gear and magic items previously printed in the Pathfinder RPG line—the Core Rulebook, Advanced Player’s Guide, Ultimate Combat, and Ultimate Magic— as well as the cream of the crop from items presented in the Advanced Race Guide, Adventurer’s Armory, the Pathfinder Campaign Setting line, Paizo’s annual RPG Superstar design contest, and more. Mixed in with these are a hoard of brand new items, both magical and mundane, crafted to help you customize your character or stock a dungeon with treasures your players have never imagined, but desperately need. So go on—turn the page, open up the treasure chest, and see what wonders lie in store. And remember: when the going gets tough, the tough buy better swords.
NAVIGATING THIS BOOK This book is organized according to equipment type. Within each chapter, the types are divided even further, helping you quickly narrow in on precisely what you need. Presented here is a brief overview of each chapter.
CHAPTER 1: ARMS AND ARMOR
4
Start off by girding yourself for battle with this extensive selection of armors and shields, from familiar favorites like leather armor and plate mail to exotic kikko armor and the horned madu shield. Also presented for your convenience are rules for getting into and out of armor, masterwork armor, armor for unusual creatures, and more. Next, choose your weapon with page upon page of weapon tables and descriptions. Swords and bows, polearms and firearms—they’re all here, as well as rules for expanded fighter weapon groups, weapon qualities, and damage for weapons of unusual sizes. Lastly, eight pages of special materials ensure that your weapons and armor have mechanics as unique as their appearances. Will your armor be made from dragonhide or adamantine? Angelskin or blood crystal? Perhaps your primitive character carries only stone weapons, or bronze? The choice is yours.
CHAPTER 2: GEAR
There’s more to adventuring than just weapons and armor, and this chapter breaks down the rest of the necessities. First comes the adventuring gear—a smorgasbord of mundane items used every day by adventurers of all stripes. Whether it’s simple things like a backpack or crowbar, or more esoteric items like a scabbard with hidden compartments or fake shoes for laying down false footprints, this chapter has everything you need to stock your pack, baggage train, or general store. After this comes specialized gear, including tools and kits to help you with all manner of skills and professions. This is followed by mounts and transportation, ranging from carriages to barding for your riding bat. Next comes the clothing section, which in addition to keeping your character from running naked into battle contains useful items such as skis, masks, and wigs. Entertainment items offers such things as marked cards and loaded dice, and trade goods details the livestock, foodstuffs, and other items you can sell to pay off any resulting gambling debts. The food and drink section and the lodging and services section present viands to feast on
INTRODUCTION and places to stay when you return from your adventures, as well as rates for folks like doctors and lawyers. After that, things get more exotic. Alchemical remedies offer more than just antitoxins—who wants to go adventuring without troll oil or vermin repellent? Alchemical tools range from glues and solvents to defoliants, smoke pellets, and glowing ink. Alchemical weapons include bottled lightning, fireworks, grenades, and more, and the chapter finishes of with a wide selection of poisons.
CHAPTER 5: WONDROUS ITEMS
CHAPTER 3: MAGIC ARMS AND ARMOR More than 100 pages of useful and sometimes bizarre magic items fill this chapter, arranged by magic item slot to help you ensure you’re wearing as much magic as possible. From belts and headbands to dryad sandals and nightmare boots, this section has all the magic you can wear to become a figure of might and myth, as well as a huge section of non-wearable magic items, all organized both alphabetically and by price.
CHAPTER 6: ARTIFACTS AND OTHER ITEMS This chapter begins with a huge selection of magical special abilities that can be applied to armor and shields. Magically store your animal companion, familiar, or mount in hosteling armor, or protect against your most hated creature type with defiant armor. This section is followed by an extensive catalog of specific magical armor and shields. After these, it’s weapon time, again starting with special abilities. Why settle for a simple +1 longsword when you can have a heartseeker weapon capable of cutting through concealment? Last comes an assortment of specific magic weapons.
CHAPTER 4: RINGS, RODS, AND STAVES
This chapter presents nearly 50 pages of specific magic rings, rods, and staves, organized by type and presented alongside handy tables organizing them by monetary value, allowing you to find gear in your price range at a glance. Whether you’re a monk looking for a magic ring to protect you as you charge unarmored into battle, or a spellcaster eager to dominate the battlefield with a mighty staff of power, this section is for you.
Why settle for generic magic items any caster can craft? This chapter covers rare and precious items with histories spun into legends, such as the monkey’s paw, the philosopher’s stone, and the deck of many things. Yet not every artifact or magic item is the boon it first appears to be—this chapter also presents a wide array of cursed items that a crooked shopkeeper (or devious GM) might pass off to player characters as priceless wonders. Finally, this chapter covers those treasures that talk back: intelligent items. This last section includes the rules for creating and using such items, dedicated powers, personality quirks, and of course a wide selection of specific intelligent items ready to be dropped in players’ paths.
APPENDICES Wrapping up this book is an innovative new system for random treasure generation, designed to help GMs give their players useful items while tightly regulating treasure’s value. Following this is a section on valuable art objects, a thorough discussion of gems, and a detailed index to help you quickly locate specific topics and items.
5
1 Arms and Armor
ARMOR
D
idn’t I tell you not to touch it?” Sajan yelled.
“Who makes a sword that fancy,
puts it on a pedestal, and then expects no one to touch it?” Lini replied. Sajan jerked a thumb back over his shoulder. “Him!” Behind them, the fire yai roared and smashed its way through the narrow alley, its footsteps shaking the ground behind the fleeing adventurers. A spiked club the size of a horse carriage bit deep into the earth at their heels, sending broken stones careening off into the surrounding forest. “I still think—” Lini began. “Think later!” Sajan shouted. “Run now!”
WEAPONS SPECIAL MATERIALS
UlTimaTe eqUipmeNT
Armor
8
For most, armor is the simplest way to protect themselves in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. The armor entries on Table 1–1: Armor and Shields contain the following information. COST: The cost in gold pieces of the armor for Small or Medium humanoid creatures. See Table 1–2: Armor for Unusual Creatures for armor prices for other creatures. ARMOR/SHIELD BONUS: Each type of armor grants an armor bonus to armor class (AC), while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus. In each armor category (light, medium, or heavy), the armors are listed in order from worst AC bonus to highest AC bonus. MAXIMUM DEX BONUS: This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer’s AC. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. A dash indicates the armor does not affect a character’s maximum Dexterity bonus. Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing his Dexterity bonus to AC. 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 maximum Dexterity bonus, except for tower shields. ARMOR CHECK PENALTY: Any armor heavier than leather, as well as any shield, applies an armor check penalty to all Dexterity- and Strength-based skill checks. A character’s encumbrance may also incur an armor check penalty. Shields: If a character is wearing armor and using a shield, both armor check penalties apply. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not prof icient 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 penalty for nonprof iciency with armor stacks with the penalty for shields. Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue. ARCANE SPELL FAILURE CHANCE: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards, magi, and summoners have class features which
allow them to wear certain armors or even shields without incurring any arcane spell failure chance for casting spells from their class spell list. Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table 1–1: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure. Shields: If a character is wearing armor and using a shield, add the two arcane spell failure chances together to get a single arcane spell failure chance. SPEED: Medium or heavy armor slows the wearer down. The number on Table 1–1: Armor and Shields is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and half lings have an unencumbered speed of 20 feet. They use the second column. 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. Shields: Shields do not affect a character’s speed. WEIGHT: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.
ARMOR SPECIAL FEATURES Some armors, particularly those made out of primitive materials (see pages 52–53), are inferior compared to standard equipment. These armors have the fragile special feature. Fragile: Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is broken or destroyed by only critical threats that are generated by natural 20s. Masterwork and magical fragile armor lack these f laws unless otherwise noted in the item description or the special material description. If armor gains the broken condition in this way, that armor is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the armor the broken condition (like the Field Repair feat from Ultimate Combat) or the repair methods described in the broken condition (Core Rulebook 566). When an effect that grants the broken condition is removed, the armor regains the hit points it lost when the broken condition was applied. Damage done by an attack against armor (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.
ARMS AND ARMOR ARMOR
Table 1–1: Armor and Shields LIGHT ARMOR
Haramaki Padded Quilted cloth Silken ceremonial Lamellar cuirass Leather Parade Studded leather Wooden Chain shirt Lamellar (leather)
ARMOR/SHIELD MAX ARMOR ARCANE SPELL SPEED PRICE BONUS DEX BONUS CHECK PENALTY FAILURE CHANCE 30 FT. 20 FT. WEIGHT1
3 gp 5 gp 100 gp 30 gp 15 gp 10 gp 25 gp 25 gp 20 gp 100 gp 60 gp
+1 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4
— +8 +8 — +4 +6 +5 +5 +3 +4 +3
0 0 0 0 0 0 –1 –1 –1 –2 –2
0% 5% 10% 0% 5% 10% 15% 15% 15% 20% 20%
30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft. 30 ft. 20 ft.
1 lb. 10 lbs. 15 lbs. 4 lbs. 8 lbs. 15 lbs. 20 lbs. 20 lbs 25 lbs. 25 lbs. 25 lbs.
50 gp 15 gp 200 gp 250 gp 100 gp 50 gp 400 gp 200 gp 150 gp 125 gp 150 gp 250 gp
+4 +4 +5 +5 +5 +5 +6 +6 +6 +6 +6 +6
+3 +4 +4 +4 +3 +3 +3 +3 +2 +2 +3 +3
–2 –3 –4 –3 –4 –4 –4 –4 –5 –5 –5 –4
20% 20% 25% 20% 25% 25% 25% 25% 30% 30% 25% 30%
20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft.
15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft.
20 lbs. 25 lbs. 30 lbs. 25 lbs. 30 lbs. 30 lbs. 25 lbs. 30 lbs. 40 lbs. 45 lbs. 35 lbs. 40 lbs.
250 gp 350 gp 200 gp 200 gp 1,000 gp 850 gp 600 gp 500 gp 1,700 gp 1,500 gp 1,800 gp
+7 +7 +7 +7 +7 +8 +8 +8 +8 +9 +9
+1 +1 +0 +0 +3 +0 +0 +0 +2 +1 +1
–6 –7 –7 –7 –6 –7 –7 –7 –6 –6 –6
35% 35% 40% 40% 35% 40% 40% 40% 35% 35% 35%
20 ft.2 15 ft.2 20 ft.2 15 ft.2 20 ft.2 15 ft.2 20 ft.2 15 ft.2 20 ft.2 15 ft.2 20 ft.3 15 ft.3 20 ft.2 15 ft.2 20 ft.2 15 ft.2 20 ft.2 15 ft.2 20 ft.2 15 ft.2 15 ft.2 10 ft.2
35 lbs. 45 lbs. 50 lbs. 45 lbs. 45 lbs. 55 lbs. 50 lbs. 45 lbs. 45 lbs. 50 lbs. 75 lbs.
5 gp 12 gp 59 gp 9 gp 53 gp 3 gp 40 gp 50 gp 20 gp 7 gp 30 gp
+1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +44
— — — — — — — — — — +2
–1 –1 –2 –1 –2 –1 –2 –2 –2 –2 –10
5% 5% 5% 5% 5% 5% 5% 5% 15% 15% 50%
— — — — — — — — — — —
— 5 lbs. — 6 lbs. — 7 lbs. — 6 lbs. — 6 lbs. — 5 lbs. — 5 lbs. — 6 lbs. — 15 lbs. — 10 lbs. — 45 lbs.
+50 gp +8 gp +10 gp
— — —
— — —
— Special —
— N/A 5 —
— — —
— +10 lbs. — +5 lbs. — +5 lbs.
WEAPONS SPECIAL MATERIALS
MEDIUM ARMOR
Armored coat Hide Do-maru Kikko Lamellar (horn) Scale mail Agile breastplate Breastplate Chainmail Four-mirror Lamellar (steel) Mountain pattern HEAVY ARMOR
Banded mail Kusari gusoku Lamellar (iron) Splint mail Tatami-do Agile half-plate Half-plate Lamellar (stone) O-yoroi Full plate Stoneplate SHIELDS
Buckler Klar Light steel quickdraw Light steel Light wooden quickdraw Light wooden Madu (leather) Madu (steel) Heavy steel Heavy wooden Tower EXTRAS
Armor spikes Locked gauntlet Shield spikes
Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. 2 When running in heavy armor, you move only triple your speed, not quadruple. 3 When running in agile half-plate, you can still move quadruple your speed, instead of the normal triple speed for heavy armor. 4 A tower shield can instead grant you cover. See the description. 5 Hand not free to cast spells. 1
9
UlTimaTe eqUipmeNT ARMOR DESCRIPTIONS Any special benefits or accessories to the types of armor found on Table 1–1: Armor and Shields are described below.
AGILE BREASTPLATE
BANDED MAIL
Banded mail is made up of overlapping strips of metal, fastened to a sturdy backing of leather and chain. The size of the metal plates, interconnected metal bands, and layers of underlying armor make it a more significant defense than similar armors, like scale mail or splint mail.
PRICE 400 GP ARMOR BONUS +6
This breastplate is specially crafted in a manner that allows extra maneuverability for some physical activities. The armor check penalty for Climb checks and Acrobatics checks made to jump is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).
AGILE HALF-PLATE
PRICE 850 GP ARMOR BONUS +8
This style of half-plate is specially crafted in a manner that allows extra maneuverability for some physical activities. The armor check penalty for Climb checks and jump checks is only –4 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty). In addition, unlike with most heavy armors, the wearer can still run at quadruple speed instead of triple speed.
ARMOR SPIKES
PRICE +50 GP ARMOR BONUS —
You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack (see “spiked armor” on Table 1–5: Martial Weapons). The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) 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.
ARMORED COAT
10
PRICE 50 GP ARMOR BONUS +4
This sturdy leather coat is reinforced with metal plates sewn into the lining. An armored coat is more cumbersome than light armor but less effective than most medium armors. The advantage of it is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those of armor, clothing, or items worn on top.
PRICE 250 GP ARMOR BONUS +7
BREASTPLATE
PRICE 200 GP ARMOR BONUS +6 A breastplate protects a wearer’s torso with a single piece of sculpted metal, similar to the core piece of a suit of full plate. Despite its sturdiness, its inflexibility and open back make it inferior to complete suits of metal armor, but still an improvement over most non-metal armors.
BUCKLER
PRICE 5 GP SHIELD BONUS +1
This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s AC bonus until your next turn. 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 can’t make a shield bash with a buckler.
CHAIN SHIRT
PRICE 100 GP ARMOR BONUS +4
Covering the torso, this shirt is made up of thousands of interlocking metal rings.
CHAINMAIL
PRICE 150 GP ARMOR BONUS +6 Unlike a chain shirt, which covers only the chest, chainmail protects the wearer with a complete mesh of chain links that cover the torso and arms, and extends below the waist. Multiple interconnected pieces offer additional protection over vital areas. The suit includes gauntlets.
ARMS AND ARMOR ARMOR
DO-MARU
PRICE 200 GP ARMOR BONUS +5
The lightest of armors typically favored by samurai, do-maru wraps around the wearer’s body like a short armored coat. It consists primarily of lamellar and lacks a solid breastplate or sleeves, leaving the shoulders and upper body somewhat exposed, but permitting the wearer greater flexibility than do the majority of heavier armors.
FOUR-MIRROR
PRICE 125 GP ARMOR BONUS +6
This armor consists of four plates harnessed together with leather shoulder straps. Two round plates protect your front and back, while two smaller rectangular plates cover the sides of the torso. Four-mirror armor is worn over chainmail to provide added protection, and comes with a spiked helmet with a chainmail hood.
FULL PLATE
PRICE 1,500 GP ARMOR BONUS +9
This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. 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.
HALF-PLATE
PRICE 600 GP ARMOR BONUS +8
Half-plate armor combines elements of full plate and chainmail, incorporating several sizable plates of sculpted metal with an underlying mesh of chain links. While this suit protects vital areas with several layers of armor, it is not sculpted to a single individual’s frame, reducing its wearer’s mobility even more than a suit of full plate. Half-plate armor includes gauntlets and a helm.
HARAMAKI
PRICE 3 GP ARMOR BONUS +1
Also called a belly-warmer, a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it.
HEAVY STEEL SHIELD
PRICE 20 GP SHIELD BONUS +2
You strap a heavy steel shield to your forearm and grip it with your hand. A heavy steel shield is so heavy that you can’t use your shield hand for anything else. Whether wooden or steel, a heavy shield offers the same basic protection and attack benefits, though the two versions respond differently to some spells and effects (such as rusting grasp). A druid can use a heavy wooden shield, but not a heavy steel shield. Shield Bash Attacks: You can bash an opponent with a heavy shield. See “heavy shield” on Table 1–5: Martial Weapons for the damage dealt by a shield bash with a heavy shield. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
HEAVY WOODEN SHIELD
WEAPONS SPECIAL MATERIALS
PRICE 7 GP SHIELD BONUS +2
A heavy wooden shield is essentially the same as a heavy steel shield, except that it responds differently to some spells and effects (such as rusting grasp). A druid can use a heavy wooden shield, but not a heavy steel shield.
HIDE
PRICE 15 GP ARMOR BONUS +4
Hide armor is made from the tanned skin of particularly thickhided beasts, stitched with either multiple overlapping layers of crude leather or exterior pieces of leather stuffed with padding or fur. Damage to the armor is typically repaired by restitching gashes or adding new pieces of hide, giving the most heavily used suits a distinctively patchwork quality.
KIKKO
PRICE 250 GP ARMOR BONUS +5 Kikko armor consists of a clever arrangement of hexagonal plates made from iron and sewn to cloth, granting the wearer greater flexibility than that provided by many armors that afford similar defense. The plates may be left exposed or hidden by a layer of cloth.
11
UlTimaTe eqUipmeNT PRICE 12 GP SHIELD BONUS +1
KLAR
The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with shield spikes.
PRICE 350 GP ARMOR BONUS +7
KUSARI GUSOKU
Kusari gusoku is similar to tatami-do armor; however, a katabira— a type of chain jacket—is worn in place of the chest armor. PRICE
LAMELLAR Leather Horn Steel Iron Stone
VARIES ARMOR BONUS +4 ARMOR BONUS +5 ARMOR BONUS +6 ARMOR BONUS +7 ARMOR BONUS +8
60 GP 100 GP 150 GP 200 GP 500 GP
Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats, and it comes with a set of gauntlets. The properties of specific suits and pieces of lamellar armor are determined by their material.
LAMELLAR CUIRASS
PRICE 15 GP ARMOR BONUS +2
This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.
PRICE 10 GP ARMOR BONUS +2
LEATHER
Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.
LIGHT STEEL QUICKDRAW SHIELD
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PRICE 59 GP SHIELD BONUS +1
This light steel shield is specially crafted with a series of straps to allow a character proficient in shields to ready or stow it on her back quickly and easily. If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield
as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or onehanded weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.
LIGHT STEEL SHIELD
PRICE 9 GP SHIELD BONUS +1
You strap a light steel shield to your forearm and grip it with your hand. A light steel shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. Whether wooden or steel, a light shield offers the same basic protection and attack benefits, though the two varieties respond differently to some spells and effects (such as rusting grasp). A druid can use a light wooden shield, but not a light steel shield. Shield Bash Attacks: You can bash an opponent with a light shield. See “light shield” on Table 1–5: Martial Weapons for the damage dealt by a shield bash with a light shield. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
LIGHT WOODEN QUICKDRAW SHIELD
PRICE 53 GP SHIELD BONUS +1
A wooden quickdraw shield is essentially the same as a steel quickdraw shield, except it responds differently to some spells and effects (such as rusting grasp). A druid can use a heavy wooden quickdraw shield, but not a steel quickdraw shield.
LIGHT WOODEN SHIELD
PRICE 3 GP SHIELD BONUS +1
A light wooden shield is essentially the same as a light steel shield, except it responds differently to some spells and effects (such as rusting grasp). A druid can use a light wooden shield, but not a light steel shield.
LOCKED GAUNTLET
PRICE +8 GP ARMOR BONUS —
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. It provides a +10 bonus to your Combat Maneuver Defense to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.
ARMS AND ARMOR ARMOR The price given is for a single locked gauntlet. The weight given applies only if you’re wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor. While the gauntlet is locked, you can’t use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.) Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike. PRICE
MADU Leather Steel
VARIES SHIELD BONUS +1 SHIELD BONUS +1
40 GP 50 GP
The madu is a round, light leather shield with two animal horns—usually from an antelope—extending from opposite edges of the shield. If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient with the madu, treat it as a light spiked shield. A madu can’t be disarmed. While traditional madus are crafted from leather and animal horn, they can be made entirely out of metal. Whether leather or steel, a madu offers the same basic protection and attack benefits, though the two varieties respond differently to some spells and effects (such as rusting grasp). A druid can use a leather madu, but not a steel madu.
MOUNTAIN PATTERN
PRICE 250 GP ARMOR BONUS +6
This medium armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is then riveted to a cloth or leather backing. It is worn like a mail coat and covers your torso, shoulders, and thighs.
O-YOROI
PRICE 1,700 GP ARMOR BONUS +8 Worn almost exclusively by highranking samurai, o-yoroi—or “great armor”—is a heavy combat armor that consists of various supplementary components that include both plate and lamellar elements. Each suit is crafted for a specific individual and displays the owner’s aesthetic. Upon completion, the suit is colored and sealed with a final lacquer
finish. The centerpiece of o-yoroi is a cuirass consisting of two parts—a separate reinforcement for the right side called a waidate, and a kikko cuirass. The upper part of the waidate consists of a leather-covered iron plate. The cuirass’s leather shoulder straps—called watagami— are likewise armored with metal plates. Affixed to the cuirass are a number of supplementary pieces, including wide lamellar shoulder guards, a kikko sleeve for the shield arm, lacquered iron greaves worn over padded silk leggings, a set of gauntlets, and a groin protector. The signature component of each suit of armor is the tiered kabuto helmet and its accompanying ho-ate mask. Ho-ate masks can be made of hardened leather or metal and are fashioned into fearsome visages such as oni, dragons, or other mythical beings.
PADDED
WEAPONS SPECIAL MATERIALS
PRICE 5 GP ARMOR BONUS +1 More than simple clothing, padded armor combines heavy, quilted cloth and layers of densely packed stuffing to create a cheap and basic protection. It is typically worn by those not intending to face lethal combat or those who wish their maneuverability to be impacted as little as possible.
PARADE
PRICE 25 GP ARMOR BONUS +3
Most wealthy countries with standing armies have a different uniform for use in showy noncombat situations such as parades, coronation ceremonies, and so on. The appearance of this armor varies by the country of origin and the branch of the military, but still provides some protection in case the soldier needs to fight while in parade dress. For example, one country’s parade armor may be a chain shirt, tabard, leather greaves, and a winged helm. If you’re wearing a country’s parade armor, you gain a +2 circumstance bonus on Diplomacy and Intimidate checks to influence a person from that country. Depending on the country, parade armor may be crafted from leather, metal, or a mixture of both.
QUILTED CLOTH
PRICE 100 GP ARMOR BONUS +1
This enhanced form of padded armor has internal layers specifically designed to trap arrows, bolts, darts, shuriken, thrown daggers, and other small ranged piercing weapons. When these kinds of weapons strike you, they tend to become snagged in these layers and fail to harm you. Wearing quilted cloth armor gives you DR 3/— against attacks of this kind. The special layers of the armor have no effect on other kinds of weapons.
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UlTimaTe eqUipmeNT PRICE 50 GP ARMOR BONUS +5
SCALE MAIL
Scale mail is made up of dozens of small, overlapping metal plates. Similar to both splint mail and banded mail, scalemail has a flexible arrangement of scales in an attempt to avoid hindering the wearer’s mobility, but at the expense of omitting additional protective layers of armor. A suit of scale mail includes gauntlets.
PRICE +10 GP SHIELD BONUS —
SHIELD SPIKES
Deadly spikes and bladed projections extend from some shields, transforming such pieces of armor into weapons in their own right. Shield spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger (see “spiked light shield” and “spiked heavy shield” on Table 1–5: Martial Weapons). You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack. An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
SILKEN CEREMONIAL
PRICE 30 GP ARMOR BONUS +1
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
SPLINT MAIL
PRICE 200 GP ARMOR BONUS +7
Splint mail is made up of overlapping layers of metal strips attached to a backing of leather or sturdy fabric. These splints are of greater size and durability than those that compose a suit of scale mail, improving the protection they afford the wearer, but at the cost of flexibility. A suit of splint mail includes gauntlets.
STONEPLATE
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PRICE 1,800 GP ARMOR BONUS +9
This armor is crafted by dwarven stonesmiths from alchemically strengthened plates of basalt. Stoneplate is heavy and unwieldy, but offers incredible protection to its wearer. It is primarily used by dwarven druids who cannot wear metal armor.
STUDDED LEATHER
PRICE 25 GP ARMOR BONUS +3
An improved form of leather armor, studded leather armor is covered with dozens of metal protuberances. While these rounded studs offer little defense individually, in the numbers they are arrayed in upon such armor, they help catch lethal edges and channel them away from vital spots. The rigidity caused by the additional metal does, however, result in less mobility than is afforded by a suit of normal leather armor.
TATAMI-DO
PRICE 1,000 GP ARMOR BONUS +7
Worn by samurai as a lighter-weight alternative to o-yoroi, tatami-do is a full-body field armor that combines both metal lamellar and kikko components into a suit of mail with a cloth backing. It typically includes a collapsible kabuto helmet or an armored hood, a set of gauntlets, and arm, shoulder, and thigh guards.
TOWER SHIELD
PRICE 30 GP SHIELD BONUS +4
This massive wooden shield is nearly as tall as its user. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see cover, Core Rulebook 195). 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. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.
WOODEN
PRICE 20 GP ARMOR BONUS +3 This suit of leather armor has plates of fire-treated wood sewn over vital areas. Though not as effective as metal armor, it offers better protection than leather alone. Unlike metal armor, the wood is slightly buoyant, and the armor check penalty for swimming in this armor is 0.
ARMS AND ARMOR ARMOR
MASTERWORK ARMOR
VARIANT RULE: PIECEMEAL ARMOR
Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1. The masterwork transformation spell (Ultimate Magic 228) transforms a non-masterwork armor into a masterwork armor. Without using magic, you can’t add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item (see the Craft skill on page 91 of the Core Rulebook). A masterwork suit of armor or shield costs an extra 150 gp over and above the normal price for that type of armor or shield. 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. All magic armors and shields are automatically considered to be of masterwork quality. Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. However, you can create masterwork armor spikes and shield spikes, which do confer their enhancement bonus on attack rolls to attacks made with the spikes.
All armor in the Pathfinder Roleplaying Game assumes you’re dealing with a full suit of armor that you’re either wearing in its entirety or not wearing at all. However, sometimes you don’t have time to put on an entire suit of armor or don’t have access to a complete suit, and must make do with wearing only part of a complete set. A variant set of rules for this option is presented on page 198 of Ultimate Combat.
VARIANT RULE: ARMOR AS DR The armor and Armor Class system is an abstraction where an attack roll that “misses” represents actual misses as well as attacks that fail to hit the target hard or accurately enough to cause harm. Some players and GMs may prefer a different system where a failed attack roll is an actual miss, and armor absorbs points of damage from successful attacks. A variant set of rules for this game mechanic is presented on page 191 of Ultimate Combat. In this system, a creature has a Defense score instead of an Armor Class (representing how easy or difficult it is to hit a creature), and the armor’s Armor Class value indicates how many points of DR it grants against incoming attacks. This increases the bookkeeping burden for creatures with armor, but may give more satisfying results. For further information on how this system affects shields, critical hits, natural armor, creatures with other forms of DR (such as DR/bludgeoning), see Ultimate Combat.
WEAPONS SPECIAL MATERIALS
ARMOR FOR UNUSUAL CREATURES Armor and shields for unusually big creatures, unusually little creatures, and non-humanoid creatures (such as horses) have different prices and weights from those given on Table 1–1: Armor and Shields. Refer to the appropriate line on Table 1–2: Armor for Unusual Creatures and apply the multipliers to price and weight for the armor type in question.
Table 1–2: Armor for Unusual Creatures HUMANOID SIZE PRICE WEIGHT
Tiny or smaller* ×1/2 ×1/10 Small ×1 ×1/2 Medium ×1 ×1 ×2 Large ×2 ×5 Huge ×4 Gargantuan ×8 ×8 Colossal ×16 ×12 *Divide armor bonus by 2.
NON-HUMANOID PRICE WEIGHT
×1 ×2 ×2 ×4 ×8 ×16 ×32
×1/10 ×1/2 ×1 ×2 ×5 ×8 ×12
GETTING INTO AND OUT OF ARMOR Putting on or taking off armor is a sometimes complicated procedure. The time required to don armor depends on its type; see Table 1–3: Donning Armor. DON: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action. DON HASTILY: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal. REMOVE: This column tells how long it takes to get the armor off. Removing a shield from your arm and dropping it is only a move action.
Table 1–3: Donning Armor ARMOR TYPE
DON
DON HASTILY
REMOVE
Shield (any) 1 move action N/A 1 move action Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute1 1 Breastplate, scale mail, chainmail, banded mail, or splint mail 4 minutes 1 minute 1 minute1 2 1 Half-plate or full plate 4 minutes 4 minutes 1d4+1 minutes1 1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can’t help each other don armor at the same time. 2 The wearer must have help to don this armor. Without help, it can only be donned hastily.
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UlTimaTe eqUipmeNT
Weapons
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Without a doubt, weapons number among adventurers’ most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the f ield without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to f ind and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items. All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll equals or exceeds the target’s AC, the hit becomes a critical hit, dealing additional damage. Weapons are grouped into several interlocking sets of categories. 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). SIMPLE, MARTIAL, AND EXOTIC WEAPONS: Most character classes are prof icient with all simple weapons. Combatoriented classes such as barbarians, cavaliers, and f ighters are prof icient with all simple and all martial weapons. Characters of other classes are prof icient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are prof icient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not prof icient takes a –4 penalty on attack rolls with that weapon. MELEE AND RANGED WEAPONS: Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee. Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. 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. 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. Double Weapons: Dire f lails, gnome hooked hammers, and two-bladed swords are examples of double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but she 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. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Thrown Weapons: Daggers, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). 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 the following weapon tables), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a fullround action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. Projectile Weapons: Blowguns, crossbows, shortbows, slings, longbows, and half ling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it’s a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling. Ammunition: Projectile weapons use ammunition, such as arrows for bows, bolts for crossbows, darts for blowguns, or sling bullets for slings and half ling sling staves. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). 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. Although shuriken are thrown weapons, they are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown. 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. It indicates whether a melee weapon, when wielded by a character of the weapon’s
ARMS AND ARMOR ARMOR
Table 1–4: Simple Weapons UNARMED ATTACKS Unarmed strike
PRICE
DMG (S)
DMG (M)
CRITICAL
RANGE
WEIGHT
TYPE
—
1d2
1d3
×2
—
—
B
LIGHT MELEE WEAPONS Battle aspergillum Brass knuckles Cestus Dagger Gauntlet Light mace Punching dagger Sickle Spiked gauntlet Wooden stake
5 gp 1 gp 5 gp 2 gp 2 gp 5 gp 2 gp 6 gp 5 gp —
1d4 1d2 1d3 1d3 1d2 1d4 1d3 1d4 1d3 1d3
1d6 1d3 1d4 1d4 1d3 1d6 1d4 1d6 1d4 1d4
×2 ×2 19–20/×2 19–20/×2 ×2 ×2 ×3 ×2 ×2 ×2
— — — 10 ft. — — — — — 10 ft.
4 lbs. 1 lb. 1 lb. 1 lb. 1 lb. 4 lbs. 1 lb. 2 lbs. 1 lb. 1 lb.
B B B or P P or S B B P S P P
ONE-HANDED MELEE WEAPONS Club Heavy mace Mere club Morningstar Shortspear
— 12 gp 2 gp 8 gp 1 gp
1d4 1d6 1d3 1d6 1d4
1d6 1d8 1d4 1d8 1d6
×2 ×2 ×2 ×2 ×2
10 ft. — — — 20 ft.
3 lbs. 8 lbs. 2 lbs. 6 lbs. 3 lbs.
B B B or P B and P P
TWO-HANDED MELEE WEAPONS Bayonet Boar spear Longspear Quarterstaff Spear
5 gp 5 gp 5 gp — 2 gp
×2 ×2 ×3 ×2 ×3
— — — — 20 ft.
1 lb. 8 lbs. 9 lbs. 4 lbs. 6 lbs.
P P P B P
— Brace, see text Brace, reach Double, monk Brace
×2 ×2 19–20/×2 ×2 19–20/×2 ×2 19–20/×2 19–20/×2
20 ft. 20 ft. 120 ft. 30 ft. 80 ft. 50 ft. 120 ft. 80 ft.
1 lb. 1/2 lb. 8 lbs. 2 lbs. 4 lbs. — 8 lbs. 4 lbs.
P P P P P B P P
— — — — — — — —
RANGED WEAPONS Blowgun Dart Heavy crossbow Javelin Light crossbow Sling Underwater heavy crossbow Underwater light crossbow
2 gp 5 sp 50 gp 1 gp 35 gp — 100 gp 70 gp
1d4 1d6 1d6 1d8 1d6 1d8 1d4/1d4 1d6/1d6 1d6 1d8
1 1d3 1d8 1d4 1d6 1d3 1d8 1d6
1d2 1d4 1d10 1d6 1d8 1d4 1d10 1d8
size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon. Light: A light weapon is used in one hand. It is easier to use in one’s off hand than a one-handed weapon is, and can be used while grappling. 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 modifier if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength modifier applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon. One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength modifier to damage rolls for melee attacks with
SPECIAL
Nonlethal
WEAPONS SPECIAL MATERIALS
See text Monk, see text Monk, see text — — — — Trip — —
— — Fragile — —
a one-handed weapon if it’s used in the primary hand, or half his Strength modifier if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength modifier to damage rolls made with that weapon. Two-Handed: Two hands are required to use a twohanded melee weapon effectively. Apply 1-1/2 times the character’s Strength modifier to damage rolls for melee attacks with such a weapon. WEAPON SIZE: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. A weapon’s size category isn’t the same as its size as an object. 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
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UlTimaTe eqUipmeNT Table 1–5: Martial Weapons LIGHT MELEE WEAPONS PRICE DMG (S) Butterfly sword (2) 20 gp 1d3 Dogslicer 8 gp 1d4 Gladius 15 gp 1d4 Handaxe 6 gp 1d4 Iron brush 2 gp 1d2 Jutte 8 gp 1d4 Kerambit 2 gp 1d2 Kukri 8 gp 1d3 Light hammer 1 gp 1d3 Light pick 4 gp 1d3 Light shield 3 gp/9 gp 1d2 Lungchuan tamo 5 gp 1d3 Sap 1 gp 1d4 Shang gou 6 gp 1d3 Shortsword 10 gp 1d4 Spiked armor +50 gp 1d4 Spiked light shield 13 gp/19 gp 1d3 Starknife 24 gp 1d3 Throwing axe 8 gp 1d4 Tonfa 1 gp 1d4 Wushu dart 2 sp 1d2 ONE-HANDED MELEE WEAPONS Battleaxe 10 gp Double chicken saber 12 gp Heavy pick 8 gp Heavy shield 7 gp/20 gp Klar 12 gp Light flail 8 gp Longsword 15 gp Nine-ring broadsword 15 gp Rapier 20 gp Scimitar 15 gp Scizore 20 gp Sibat 2 gp Spiked heavy shield 17 gp/30 gp Sword cane 45 gp Terbutje 5 gp Trident 15 gp Warhammer 12 gp
1d6 1d4 1d4 1d3 1d4 1d6 1d6 1d6 1d4 1d4 1d8 1d4 1d4 1d4 1d6 1d6 1d6
DMG (M)
CRITICAL
RANGE
WEIGHT
TYPE
1d4 1d6 1d6 1d6 1d3 1d6 1d3 1d4 1d4 1d4 1d3 1d4 1d6 1d4 1d6 1d6 1d4 1d4 1d6 1d6 1d3
19–20/×2 19–20/×2 19–20/×2 ×3 ×2 ×2 ×3 18–20/×2 ×2 ×4 ×2 ×2 ×2 ×2 19–20/×2 ×2 ×2 ×3 ×2 ×2 ×2
— — — — 10 ft. — — — 20 ft. — — 10 ft. — — — — — 20 ft. 10 ft. — 10 ft.
1 lb. 1 lb. 3 lbs. 3 lbs. — 1 lb. — 2 lbs. 2 lbs. 3 lbs. Special 1 lb. 2 lbs. 1 lb. 2 lbs. Special Special 3 lbs. 2 lbs. 1 lb. —
S S P or S S P B S S B P B P or S B S P P P P S B P
Monk Fragile Performance — — Disarm, monk — — — — — Monk Nonlethal Disarm or trip, monk — — — — — Blocking, monk Monk
1d8 1d6 1d6 1d4 1d6 1d8 1d8 1d8 1d6 1d6 1d10 1d6 1d6 1d6 1d8 1d8 1d8
×3 19–20/×2 ×4 ×2 ×2 ×2 19–20/×2 ×3 18–20/×2 18–20/×2 ×2 ×3 ×2 ×2 19–20/×2 ×2 ×3
— — — — — — — — — — — 10 ft. — — — 10 ft. —
6 lbs. 3 lbs. 6 lbs. Special 6 lbs. 5 lbs. 4 lbs. 4 lbs. 2 lbs. 4 lbs. 3 lbs. 2 lbs. Special 4 lbs. 2 lbs. 4 lbs. 5 lbs.
S S P B S B S S P S P P or S P P S P B
— Disarm, monk — — See text Disarm, trip — Monk — — Performance Grapple — — Fragile Brace —
TWO-HANDED MELEE WEAPONS Bardiche 13 gp 1d8 1d10 19–20/×2 — 14 lbs. S Bec de corbin 15 gp 1d8 1d10 ×3 — 12 lbs. B or P Bill 11 gp 1d6 1d8 ×3 — 11 lbs. S Earth breaker 40 gp 1d10 2d6 ×3 — 14 lbs. B Falchion 75 gp 1d6 2d4 18–20/×2 — 8 lbs. S Glaive 8 gp 1d8 1d10 ×3 — 10 lbs. S Glaive-guisarme 12 gp 1d8 1d10 ×3 — 10 lbs. S Greataxe 20 gp 1d10 1d12 ×3 — 12 lbs. S Greatclub 5 gp 1d8 1d10 ×2 — 8 lbs. B Greatsword 50 gp 1d10 2d6 19–20/×2 — 8 lbs. S
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SPECIAL
Brace, reach, see text Brace, reach, see text Brace, disarm, reach, see text — — Reach Brace, reach, see text — — —
ARMS AND ARMOR ARMOR TWO-HANDED MELEE WEAPONS (CONT.)
PRICE
DMG (S)
DMG (M)
CRITICAL
RANGE
Guisarme 9 gp Halberd 10 gp Heavy flail 15 gp Hooked lance 3 gp Horsechopper 10 gp Lance 10 gp Lucerne hammer 15 gp Mattock 12 gp Monk’s spade 20 gp Naginata 35 gp Nodachi 60 gp Ogre hook 24 gp Ranseur 10 gp Rhomphaia 15 gp Sansetsukon 8 gp Scythe 18 gp Tepoztopilli 8 gp Tiger fork 5 gp Tri-point double-edged sword 12 gp
1d6 1d8 1d8 1d6 1d8 1d6 1d10 1d6 1d4/1d4 1d6 1d8 1d8 1d6 1d6 1d8 1d6 1d8 1d6 1d8
2d4 1d10 1d10 1d8 1d10 1d8 1d12 2d4 1d6/1d6 1d8 1d10 1d10 2d4 2d4 1d10 2d4 1d10 1d8 1d10
×3 ×3 19–20/×2 ×4 ×3 ×3 ×2 ×4 ×2 ×4 18–20/×2 ×3 ×3 ×3 19–20/×2 ×4 19–20/×2 ×2 ×3
— — — — — — — — — — — — — — — — — — —
1d4 1d4 1d6 1d6 1d4 1d4 1d6 1d6 Special 1d4 1d3
1d6 1d6 1d8 1d8 1d6 1d6 1d8 1d8 Special 1d6 1d4
×2 ×2 ×2 ×3 ×3 ×2 ×3 ×2 — ×3 ×2
50 ft. 50 ft. 30 ft. 110 ft. 70 ft. 15 ft. 100 ft. 20 ft. — 60 ft. 40 ft.
RANGED WEAPONS Amentum Atlatl Chakram Composite longbow Composite shortbow Hunga munga Longbow Pilum Poisoned sand tube Shortbow Tube arrow shooter
— 2 gp 1 gp 100 gp 75 gp 4 gp 75 gp 5 gp 1 gp 30 gp 3 gp
than the wielder, and a two-handed weapon is an object of the same size category as the wielder. Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, onehanded, 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 example, a Small creature wields a Medium one-handed weapon as a twohanded weapon (it still takes the –2 penalty for using an inappropriately sized weapon). If a weapon’s designation would be changed to something other than light, onehanded, or two-handed by this alteration, the creature can’t wield the weapon at all.
WEIGHT
TYPE
SPECIAL
12 lbs. S 12 lbs. P or S 10 lbs. B 10 lbs. P 12 lbs. P or S 10 lbs. P 12 lbs. B or P 12 lbs. P 12 lbs. B or P or S 9 lbs. S 8 lbs. S or P 10 lbs. P 12 lbs. P 10 lbs. P or S 3 lbs. B 10 lbs. P or S 8 lbs. P or S 8 lbs. P 14 lbs. P
Reach, trip Brace, trip Disarm, trip Reach, trip Reach, trip Reach Brace, reach, see text Fragile Double, monk Reach Brace Trip Disarm, reach Brace, fragile, reach Blocking, disarm, monk Trip Fragile, reach Brace, monk Reach
1 lb. 2 lbs. 1 lb. 3 lbs. 2 lbs. 3 lbs. 3 lbs. 4 lbs. 1 lb. 2 lbs. 1/2 lb.
Performance — — — — — — See text See text — —
P P S P P P P P — P P
WEAPONS SPECIAL MATERIALS
IMPROVISED WEAPONS: Sometimes objects not crafted to be weapons nonetheless see use in combat—commonly bottles, chair legs, stray femurs, and that sort of thing. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonprof icient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to f ind a reasonable match. An improvised weapon scores a critical threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
WEAPON QUALITIES Here is the format for weapon entries (given as column headings on Tables 1–4 through 1–6 and Table 1–10). PRICE: This value is the weapon’s price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.
19
UlTimaTe eqUipmeNT Table 1–6: exotic weapons
20
LIGHT MELEE WEAPONS PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE Aklys 5 gp 1d4 1d6 ×2 20 ft. 2 lbs. B Dan bong 1 sp 1d2 1d3 19–20/×2 10 ft. — B Emei piercer 3 gp 1d2 1d3 19–20/×2 — — P Fighting fan 5 gp 1d3 1d4 ×3 — — P Kama 2 gp 1d4 1d6 ×2 — 2 lbs. S Knuckle axe 9 gp 1d4 1d6 ×3 — 2 lbs. S Madu (leather/steel) 40 gp/50 gp 1d3 1d4 ×2 — 5 lbs./6 lbs. P Nunchaku 2 gp 1d4 1d6 ×2 — 2 lbs. B Pata 14 gp 1d4 1d6 ×3 — 3 lbs. P Quadrens 8 gp 1d4 1d6 19–20/×2 — 2 lbs. P Sai 1 gp 1d3 1d4 ×2 — 1 lb. B Scorpion whip 5 gp 1d3 1d4 ×2 — 3 lbs. S Siangham 3 gp 1d4 1d6 ×2 — 1 lb. P Sica 10 gp 1d4 1d6 ×2 — 2 lbs. S Swordbreaker dagger 10 gp 1d3 1d4 ×2 — 3 lbs. S Tekko-kagi 2 gp 1d2 1d3 ×2 — — P Wakizashi 35 gp 1d4 1d6 18–20/×2 — 2 lbs. P or S
Performance, trip Blocking, monk, see text See text Distracting, monk Monk, trip Monk, performance Performance Disarm, monk Performance Performance Disarm, monk Performance Monk Performance Disarm, see text Disarm, see text Deadly
ONE-HANDED MELEE WEAPONS Bastard sword 35 gp 1d8 1d10 19–20/×2 — 6 lbs. S Dwarven waraxe 30 gp 1d8 1d10 ×3 — 8 lbs. S Falcata 18 gp 1d6 1d8 19–20/×3 — 4 lbs. S Great terbutje 12 gp 1d8 1d10 19–20/×2 — 4 lbs. S Hooked axe 20 gp 1d6 1d8 ×3 — 7 lbs. S Katana 50 gp 1d6 1d8 18–20/×2 — 6 lbs. S Khopesh 20 gp 1d6 1d8 19–20/×2 — 8 lbs. S Nine-section whip 8 gp 1d6 1d8 19–20/×2 — 3 lbs. B Rhoka sword 25 gp 1d6 1d8 18–20/×2 — 6 lbs. S Sawtooth sabre 35 gp 1d6 1d8 19–20/×2 — 2 lbs. S Shotel 30 gp 1d6 1d8 ×3 — 3 lbs. P Taiaha 10 gp 1d8/1d4 1d10/1d6 ×2/×3 — 8 lbs. B or P Temple sword 30 gp 1d6 1d8 19–20/×2 — 3 lbs. S Urumi 30 gp 1d6 1d8 18–20/×2 — 6 lbs. S Wahaika 3 gp 1d4 1d6 ×2 10 ft. 3 lbs. B Whip 1 gp 1d2 1d3 ×2 — 2 lbs. S
— — — Fragile Disarm, performance, trip Deadly Trip Blocking, distracting, monk, trip — — Performance Double Monk, trip Distracting Disarm Disarm, nonlethal, reach, trip
TWO-HANDED MELEE WEAPONS Bo staff 1 gp 1d4/1d4 1d6/1d6 ×2 — 3 lbs. B Chain spear 15 gp 1d4/1d4 1d6/1d6 ×2 — 13 lbs. P and S Dire flail 90 gp 1d6/1d6 1d8/1d8 ×2 — 10 lbs. B Double walking stick katana 50 gp 1d4 1d6 19–20/×2 — 6 lbs. S Double-chained kama 8 gp 1d4/1d4 1d6/1d6 ×2 — 4 lbs. S Dwarven urgrosh 50 gp 1d6/1d4 1d8/1d6 ×3 — 12 lbs. P or S Elven curve blade 80 gp 1d8 1d10 18–20/×2 — 7 lbs. S Flying blade 40 gp 1d10 1d12 ×3 — 12 lbs. S Gnome hooked hammer 20 gp 1d6/1d4 1d8/1d6 ×3/×4 — 6 lbs. B or P Harpoon 5 gp 1d6 1d8 ×3 10 ft. 16 lbs. P Kusarigama 12 gp 1d2/1d4 1d3/1d6 ×2 — 3 lbs. S or B
Blocking, double, monk Double, trip Disarm, double, trip — Double, monk, reach, trip Brace, double — Performance, reach Double, trip Grapple, see text Double, grapple, monk, reach, trip
SPECIAL
ARMS AND ARMOR ARMOR TWO-HANDED MELEE WEAPONS (CONT.) PRICE DMG (S) DMG (M) CRITICAL RANGE WEIGHT TYPE Kyoketsu shoge 6 gp 1d3 1d4 ×2 20 ft. 1 lb. B, S, or P Mancatcher 15 gp 1 1d2 — — 10 lbs. P Meteor hammer 10 gp 1d6 1d8 ×2 — 10 lbs. B Orc double axe 60 gp 1d6/1d6 1d8/1d8 ×3 — 15 lbs. S Seven-branched sword 50 gp 1d8 1d10 ×3 — 7 lbs. S Spiked chain 25 gp 1d6 2d4 ×2 — 10 lbs. P Tetsubo 20 gp 1d8 1d10 ×4 — 10 lbs. B Two-bladed sword 100 gp 1d6/1d6 1d8/1d8 19–20/×2 — 10 lbs. S
Disarm, grapple, monk, reach Reach, see text Reach, trip Double Disarm, monk Disarm, trip — Double
RANGED WEAPONS Bolas 5 gp 1d3 1d4 ×2 10 ft. 2 lbs. B Boomerang 3 gp 1d4 1d6 ×2 30 ft. 3 lbs. B Double crossbow 300 gp 1d6 1d8 19–20/×2 80 ft. 18 lbs. P Halfling sling staff 20 gp 1d6 1d8 ×3 80 ft. 3 lbs. B Hand crossbow 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lbs. P Kestros 1 gp 1d6 1d8 ×3 50 ft. 1 lb. P Lasso 1 sp — — — — 5 lbs. — Net 20 gp — — — 10 ft. 6 lbs. — Repeating hand crossbow 800 gp 1d3 1d4 19–20/×2 30 ft. 4 lbs. P Repeating heavy crossbow 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P Repeating light crossbow 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lbs. P Rope dart 1 gp 1d3 1d4 ×2 20 ft. — P Shuriken (5) 1 gp 1 1d2 ×2 10 ft. 1/2 lb. P Snag net 30 gp — — — 10 ft. 10 lbs. P Throwing shield +50 gp 1d4 1d6 ×2 20 ft. — B
Nonlethal, trip See text See text — — — See text See text — — — Blocking, distracting, monk Monk Trip, see text Performance, trip
This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price. DMG: These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given in the same column, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table 1–8: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons. CRITICAL: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together. Extra damage over and above a weapon’s normal damage (such as sneak attack damage or bonus damage from the f laming weapon quality) is not multiplied when you score a critical hit. ×2: The weapon deals double damage on a critical hit. Some weapons deal triple or quadruple damage. ×2/×3: One head of this double weapon deals double damage on a critical hit. The other head deals triple
SPECIAL
damage. Some double weapons’ heads deal triple and quadruple damage on a critical hit. 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. Some weapons score a threat on a natural 18 as well, or deal triple instead of double damage on a critical hit. RANGE: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof ) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot up to 10 range increments. WEIGHT: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons; double it for Large weapons. Some weapons have a special weight. See the weapon’s description for details. TYPE: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
WEAPONS SPECIAL MATERIALS
21
UlTimaTe eqUipmeNT Table 1–7: Ammunition ITEM
PRICE
WEIGHT
Arrows (20) Atlatl dart Bamboo shaft arrows (10) Blowgun darts (10) Blunt arrows (20) Crossbow bolts (10) Flight arrows (20) Kestros dart (10) Repeating crossbow bolts (5) Sling bullets (10) Smoke arrow Whistling arrows (20)
1 gp 1 gp 1 gp 5 sp 2 gp 1 gp 2 gp 5 gp 1 gp 1 sp 10 gp 2 gp
3 lbs. 2 lbs. 1/2 lb. — 3 lbs. 1 lb. 3 lbs. 5 lbs. 1 lb. 5 lbs. — 3 lbs.
Table 1–8: Tiny and Large Weapon Damage MEDIUM WEAPON DAMAGE
22
1d2 1d3 1d4 1d6 1d8 1d10 1d1 2 2d4 2d6 2d8 2d10
TINY WEAPON DAMAGE
LARGE WEAPON DAMAGE
— 1 1d2 1d3 1d4 1d6 1d8 1d4 1d8 1d10 2d6
1d3 1d4 1d6 1d8 2d6 2d8 3d6 2d6 3d6 3d8 4d8
Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; rather, all damage caused is considered to be of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. For example, the damage caused by a dagger depends on whether the wielder is thrusting to deal piercing damage or slicing to deal slashing damage. SPECIAL: Some weapons have special features in addition to those noted in their descriptions. Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature (Core Rulebook 203). Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. Disarm: When you use this weapon, you get a +2 bonus on combat maneuver checks to disarm an enemy.
Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon. Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round. Fragile: Fragile weapons cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons lack these f laws unless otherwise noted in the item description. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat from Ultimate Combat) or by the repair methods described in the broken condition (Core Rulebook 566). When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you’re grappling is no longer within the weapon’s reach, you end the grapple with that action. Monk: A monk weapon can be used by a monk to perform a f lurry of blows (see Monk, Core Rulebook 56). Nonlethal: These weapons deal nonlethal damage (Core Rulebook 191). Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a performance combat check (Ultimate Combat 154), you gain a +2 bonus on that check. Reach: You can use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe. Trip: When you use a trip weapon to make a trip attack, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
ARMS AND ARMOR ARMOR
WEAPON DESCRIPTIONS The weapons found on Tables 1–4, 1–5, and 1–6 are described below. Splash weapons are described under Alchemical Weapons in Chapter Two. Weapons in this book are listed alphabetically by their full names. In some cases, this may mean the weapon is listed in a different way than it was in the Core Rulebook. For example, the orc double axe is listed alphabetically in this book as “orc double axe” rather than “axe, orc double” as in the Core Rulebook. This should help make f inding weapons easier, especially for weapons with complex names like “bamboo shaft arrow” and “tripoint double-edged sword.” A few weapons had their names altered to be consistent with how other weapons are named; for example, the Core Rulebook has “f lail” and “heavy f lail,” but in this book they’re called “light f lail” and “heavy f lail.”
AKLYS
PRICE — TYPE martial
An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin’s shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.
ARROWS
PRICE 1 GP (20) TYPE ammunition
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). Arrows come in a leather quiver that holds 20 arrows.
ATLATL
ATLATL DART
PRICE 1 GP TYPE ammunition
WEAPONS SPECIAL MATERIALS
An atlatl dart is the equivalent of a javelin except it has fletching. If thrown without an atlatl, treat it as a javelin.
BAMBOO SHAFT ARROW
PRICE 1 GP (10) TYPE ammunition
These foot-long arrows are used as ammunition for arrow tubes. As an improvised melee weapon, they deal damage equivalent to that of a spiked gauntlet. They come in a bamboo tube that holds 10 shafts.
BARDICHE:
PRICE 13 GP TYPE martial
PRICE 5 GP TYPE exotic The aklys is a hooked throwing club with a 20-foot-long cord, usually of woven leather; you can retrieve the aklys after throwing it as a move action. The hook allows you to make trip attacks at range. Some aklyses have holes drilled through them and whistle when flung.
AMENTUM
two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for atlatls, allowing you to load a dart as a free action.
PRICE 2 GP TYPE martial
This Stone Age weapon is a thin piece of wood or antler used as a lever to hurl a specially fitted dart. An atlatl gives much greater range to a dart, but must be loaded like a projectile weapon. Your Strength modifier applies to damage rolls when you use an atlatl, just as it does for thrown weapons. You can fire—but not load—an atlatl with one hand. Loading an atlatl is a move action that requires
The crescent axe-blade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft. You gain a +2 bonus to your CMD to resist sunder attempts made against a bardiche.
BASTARD SWORD
PRICE 35 GP TYPE exotic
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. You can use a bastard sword two-handed as a martial weapon.
BATTLE ASPERGILLUM
PRICE 5 GP TYPE simple
Named for the common aspergillum, a macelike tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug closing off the hole through which the head is filled. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes attacks of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, to prevent the holy water from leaking out as the weapon moves.
23
UlTimaTe eqUipmeNT PRICE 10 GP TYPE martial
BATTLEAXE
The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.
BAYONET
PRICE 5 GP TYPE simple
Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms. They allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.
BEC DE CORBIN
PRICE 15 GP TYPE martial
These arrows have rounded wooden tips that deal bludgeoning damage rather than piercing. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).
PRICE 1 GP TYPE exotic
BO STAFF
Similar to a quarterstaff, only more slender and tapered at one end, the bo staff is both a defensive device and a weapon.
PRICE 5 GP TYPE simple
BOAR SPEAR
This spear has a metal crossbar to protect you against onrushing attackers. If you ready a boar spear against a charge and your attack hits, you gain a +2 shield bonus to your AC against that creature until your next turn.
PRICE 5 GP TYPE exotic
BOLAS
The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is slightly blunter and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a bec de corbin.
BILL
PRICE 2 GP (20) TYPE ammunition
BLUNT ARROWS
A bolas is a pair of wooden, stone, or metal weights connected by a thin rope or cord. You can whirl and throw this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a bolas.
PRICE 11 GP TYPE martial
BOOMERANG The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. When fighting defensively or with total defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride check to stay mounted.
BLOWGUN
PRICE 2 GP TYPE simple
The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. A hunting boomerang does not fly in a returning path.
BRASS KNUCKLES Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poisons on page 110.
BLOWGUN DARTS
24
PRICE 5 SP (10) TYPE ammunition
The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.
PRICE 3 GP TYPE exotic
PRICE 1 GP TYPE simple
These weapons fit snugly around the knuckles and allow you to deal lethal damage with an unarmed strike. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a successful concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles. Brass knuckles can’t be disarmed.
ARMS AND ARMOR ARMOR
BUTTERFLY SWORD
PRICE 20 GP (2) TYPE martial
These short matching swords come in pairs, cleverly nested together to appear as a single blade. Both weapons can be drawn at the same time, and they can be separated as a free action and wielded in both hands to make wickedly effective chops and slashes. Their thin, broad blades extend just 1 foot in length. A butterfly sword has a hardwood grip covered with braided cord, and a metal D-shaped guard to protect the wielder’s hand. The listed price is for a pair of butterfly swords. Masterwork butterfly swords cost 320 gp for the pair. If you add magical enhancement bonuses or properties to a butterfly sword, treat each sword in the pair as a separate weapon (for example, adding a +1 magical enhancement bonus to a pair of masterwork butterfly swords costs 4,000 gp).
CESTUS
PRICE 5 GP TYPE simple
The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal lethal damage. If you are proficient with a cestus, you can have your unarmed strikes deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can’t be disarmed.
CHAIN SPEAR
PRICE 15 GP TYPE exotic
This weapon is often used in gladiatorial events due to its versatility. The body of the weapon is a short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop the chain spear to avoid being knocked prone.
CHAKRAM
PRICE 1 GP TYPE martial The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take
a –1 penalty on your attack roll with the weapon and must succeed at a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.
CLUB
WEAPONS SPECIAL MATERIALS
PRICE — TYPE simple
This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.
COMPOSITE LONGBOW
PRICE 100 GP TYPE martial
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier 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. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an aboveaverage Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows. For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.
COMPOSITE SHORTBOW
PRICE 75 GP TYPE martial
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength modifier 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. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow.
25
UlTimaTe eqUipmeNT Each point of Strength bonus granted by the bow adds 75 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite shortbow. A composite shortbow fires arrows. For the purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.
CROSSBOW BOLTS
PRICE 1 GP (10) TYPE ammunition
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 (critical multiplier ×2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called “quarrels.”
DAGGER
PRICE 2 GP TYPE simple
A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
DAN BONG
PRICE 1 SP TYPE exotic These short, blunt sticks are held in the hands to enhance unarmed martial techniques and secured by a cord looped over the thumb. They provide the wielder with the ability to lock an opponent and target pressure points, granting you a +2 bonus on combat maneuver checks to grapple.
DART
PRICE 5 SP TYPE simple
This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.
DIRE FLAIL
26
PRICE 90 GP TYPE exotic
A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft. This weapon excels at short but powerful strikes, and is typically swung in a constant churning motion. The wielder of a dire flail must have great strength, both to use the weapon effectively and to keep from tiring out.
DOGSLICER
PRICE 8 GP TYPE martial
This short, curved blade was created by goblins, who often drill numerous holes into it in an attempt to reduce its weight. Most dogslicers are sized for Small creatures.
DOUBLE CHICKEN SABER
PRICE 12 GP TYPE martial
The tip of this 3-foot-long, straight-bladed sword is bent into two staggered, opposing sharpened spurs that can be used to pull weapons from an opponent’s hands.
DOUBLE CROSSBOW
PRICE 300 GP TYPE exotic
This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Because of its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage apply to only the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery (Advanced Player’s Guide) allows you to reload both bolts as a move action. A double crossbow fires crossbow bolts.
DOUBLE WALKING STICK KATANA
PRICE 50 GP TYPE exotic
This single case conceals a pair of matched fighting swords perfectly balanced to be wielded as a pair. Despite their name, the blades more closely resemble the shorter wakizashi. When drawn, the blades use the statistics listed on the table. When the blades are concealed in their case, this weapon can be used as a quarterstaff.
DOUBLE-CHAINED KAMA
PRICE 8 GP TYPE exotic
This weapon comprises a pair of kama connected with an 8-foot length of chain. The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the chain, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve it as a free action by pulling on the chain.
ARMS AND ARMOR ARMOR
DWARVEN URGROSH
PRICE 50 GP TYPE exotic
A dwarven urgrosh is a double weapon— an axe head and a spear point on opposite ends of a long haft. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon; the other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.
DWARVEN WARAXE
PRICE 30 GP TYPE exotic
A dwarven waraxe has a large, ornate head mounted on a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. 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. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
EARTH BREAKER
PRICE 40 GP TYPE martial
The crude metal of this massive hammer’s head ends in multiple blunt spikes that help concentrate the force of a powerful swing down into a smaller, more focused area, allowing it to smash through armor with greater ease. Due to the tremendous size and weight of its head, an earth breaker is poorly balanced, and requires two hands to properly lift and control.
ELVEN CURVE BLADE
PRICE 80 GP TYPE exotic
EMEI PIERCER
WEAPONS SPECIAL MATERIALS
This weapon is used to augment unarmed martial techniques. It consists of an 8- to 10-inch-long, dual-pointed steel spike set on swivels and mounted on a ring, so that it can be spun around at high speeds when slipped over the wielder’s ring finger. The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks.
FALCATA
PRICE 18 GP TYPE exotic
This heavy blade has a single sharp edge, concave at the bottom and convex at the top, with a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword, much like a larger version of a kukri. The hooked hilt is sometimes carved to resemble the head of a horse or bird of prey, and may have a thin chain stretched across its opening, acting as a partial guard for the hand and fingers.
FALCHION
PRICE 75 GP TYPE martial
This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.
FIGHTING FAN
PRICE 5 GP TYPE exotic
Made to resemble a courtier’s fan, this device consists of silk paper stretched and folded over a folding frame of hardened steel. Fighting fans are typically wielded in pairs using a technique that distracts the opponent. The fans sport sharp tips, which can be poisoned. For a list of appropriate poisons, see Poisons on page 110.
FLIGHT ARROWS Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade because of its flexible metal. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven curve blade that is sized for you, even though it isn’t a light weapon.
PRICE 3 GP TYPE exotic
PRICE 2 GP (20) TYPE ammunition
These arrows have light shafts and special fletching to give them greater range. A flight arrow’s range increment is 20 feet greater with longbows and 10 feet greater with shortbows. They deal damage as if one size category smaller.
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UlTimaTe eqUipmeNT PRICE 40 GP TYPE exotic
FLYING BLADE
A flying blade is a large, crescent-shaped blade anchored to a 10-foot chain. You fight with a flying blade by spinning it about your head or by snapping it toward an opponent. Because the flying blade is a clumsy weapon, you receive a –2 penalty on attack rolls with it, but when you make attacks of opportunity provoked by movement, you receive a +2 bonus on attack rolls instead of the penalty.
PRICE 2 GP TYPE simple
GAUNTLET
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplates) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.
multiplier ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.
GREAT TERBUTJE
This Stone Age weapon is a 4-foot-long version of the terbutje. It is too large to use in one hand without special training; thus, it is an exotic weapon. You can use a great terbutje twohanded as a martial weapon.
GREATAXE
GREATCLUB
PRICE 8 GP TYPE martial
A glaive is composed of a simple blade mounted on the end of a pole about 7 feet in length.
GLAIVE-GUISARME
PRICE 5 GP TYPE martial This larger, bulkier version of the common club is heavy enough that you can’t wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.
The gladius is the favorite sword of gladiators, with a heavier blade than the standard shortsword. Feats and abilities that affect shortswords apply to the gladius.
GLAIVE
PRICE 20 GP TYPE martial This two-handed battle axe is heavy enough that you can’t wield it with one hand. The head may have one blade or two, and may be “bearded” (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.
PRICE 15 GP TYPE martial
GLADIUS
PRICE 12 GP TYPE exotic
GREATSWORD
PRICE 50 GP TYPE martial
PRICE 12 GP TYPE martial This immense two-handed sword is about 5 feet in length. A greatsword may have a dulled lower blade that can be gripped.
This polearm combines the blade of a glaive with a wicked hook. A mounted opponent hit by a glaive-guisarme takes a –2 penalty on her Ride check to stay mounted.
GNOME HOOKED HAMMER
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PRICE 20 GP TYPE exotic
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. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (critical multiplier ×3). Its hook is a piercing weapon that deals 1d4 points of damage (critical
GUISARME
PRICE 9 GP TYPE martial
A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.
HALBERD
PRICE 10 GP TYPE martial
A halberd is similar to a 5-foot-long spear, but it also has a small, axelike head mounted near the tip.
ARMS AND ARMOR ARMOR
HALFLING SLING STAFF
PRICE 20 GP TYPE exotic
Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity. A halfling sling staff fires bullets. You can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. 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. A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.
HAND CROSSBOW
PRICE 100 GP TYPE exotic
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. A hand crossbow fires standard crossbow bolts, like those used by light and heavy crossbows. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
HANDAXE
PRICE 6 GP TYPE martial
This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.
HARPOON
PRICE 5 GP TYPE exotic
A harpoon is a barbed spear with an attached rope 50 feet or less in length. Most harpoons have metal points, but some use ivory or are made entirely of wood. If you are proficient with the harpoon, it is a grappling weapon. A harpoon’s weight includes 10 pounds for the weight of 50 feet of hemp rope. The weight can be reduced by using shorter or lighter rope. If you are not proficient with a harpoon, treat it like a spear.
HEAVY CROSSBOW
PRICE 50 GP TYPE simple
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. A heavy crossbow fires crossbow bolts. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
HEAVY FLAIL
WEAPONS SPECIAL MATERIALS
PRICE 15 GP TYPE martial
Similar to a light flail, a heavy flail has a larger metal ball and a longer handle.
HEAVY MACE
PRICE 12 GP TYPE simple
A heavy mace has a larger head and a longer handle than a light mace.
HEAVY PICK
PRICE 8 GP TYPE martial
This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.
HEAVY SHIELD
PRICE 7 GP/20 GP TYPE martial
You can bash with a heavy shield instead of using it for defense. The shield entries for heavy shields appear on page 11.
HOOKED AXE
PRICE 20 GP TYPE exotic
The hooked end of this axe’s blade can be used to disarm foes or pull them off balance. A hooked axe can be used as a martial weapon (in which case it functions like a battleaxe).
HOOKED LANCE
PRICE 3 GP TYPE martial
This slender, 10-foot-long polearm has an added hook protruding from the head that is used to snag the clothing and armor of opponents. A hooked lance, unlike a lance, can’t be wielded in one hand while mounted and doesn’t deal extra damage if used while mounted.
29
UlTimaTe eqUipmeNT HORSECHOPPER
PRICE 10 GP TYPE martial
Crafted by goblins for battling horses, this weapon is essentially a long-handled halberd with an enlarged hook on the blade. Most horsechoppers are sized for Small creatures.
HUNGA MUNGA
PRICE 4 GP TYPE martial Also called a mambele, danisco, goleyo, njiga, or any of many lesserknown names, this three-bladed dagger is intended for throwing but can be used as a melee weapon. Though the basic three-blade design is most common, hunga mungas can take a wide variety of forms.
IRON BRUSH
PRICE 2 GP TYPE martial
This is an ironhandled version of a scholar’s brush with a sharpened handle. Though it does little damage, it is easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal an iron brush on your body) and can be thrown short distances, or used to jab at key nerve clusters and acupuncture points to surprisingly devastating effect.
JAVELIN
PRICE 1 GP TYPE simple
A javelin is a thin throwing spear. Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.
JUTTE
PRICE 8 GP TYPE martial
This batonlike weapon is fitted with a metal hook that can be used to block and pin an opponent’s weapon. Some variations are tipped with a sharpened metal spike or blade.
KAMA
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PRICE 2 GP TYPE exotic
Similar to a sickle—and in some regions still used to reap grain—a kama is a short, curved blade attached to a simple handle, usually made of wood. It is sometimes also referred to as a kai, and is frequently used in pairs by martial artists.
KATANA
PRICE 50 GP TYPE exotic
Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master. Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
KERAMBIT
PRICE 2 GP TYPE martial
This small, curved pull dagger has a metal loop at the base of its handle, allowing it to be secured with a pinky or worn on a string tied in the hair. While relatively small, the curved blade can create brutal wounds. Easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal a kerambit on your body), it is a favorite weapon of ninja and assassins.
KESTROS
PRICE 1 GP TYPE exotic
The kestros is an oddly shaped Bronze Age sling used for launching kestros darts. Your Strength modifier applies on damage rolls when you use a kestros, just as it does for thrown weapons. You can fire—but not load—a kestros with one hand. Loading a kestros is a move action that requires two hands and provokes attacks of opportunity. Halflings treat the kestros as a martial weapon.
KESTROS DART
PRICE 5 GP (10) TYPE ammunition
This dart, meant to be thrown using a kestros, consists of a heavy metal point about 9 inches long attached to a shaft of wood about 12 inches long, fletched with feathers for stability. If used as a melee weapon, it is a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Kestros darts come in a quiver that holds 10 darts.
KHOPESH
PRICE 20 GP TYPE exotic
This heavy blade has a convex curve near the end, making its shape similar to that of a battleaxe. A typical khopesh is 20 to 24 inches in length. Its curved shape allows the wielder to hook around defenses and trip foes. The elegant shape of a khopesh leads some artisans to cover them in ornate decorations.
ARMS AND ARMOR ARMOR
KLAR
PRICE 12 GP TYPE martial
The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with shield spikes; a metal klar counts as a light steel shield with shield spikes. The klar’s shield entry appears on page 12.
KNUCKLE AXE
PRICE 9 GP TYPE exotic
Knuckle axes, usually used in pairs, resemble axe blades mounted on brass knuckles. You may hold, but not wield, a weapon or other object in a hand wearing a knuckle axe. Unlike when wearing brass knuckles, you cannot use a hand wearing a knuckle axe for spellcasting.
KUKRI
PRICE 8 GP TYPE martial A kukri is a curved blade, about 1 foot in length.
KUSARIGAMA
PRICE 12 GP TYPE exotic
This weapon has a single kama or sickle held in the off hand, attached by 10 feet of fine chain to a weighted metal ball. The sickle can be used to make trip attacks, jabs, and blocks, while the ball is whipped around at high speeds and then smashed into the opponent, or used to tangle an opponent’s sword or spear, allowing the wielder to then attack with the sickle. For a Medium kusarigama, the sickle end deals 1d6 points of slashing damage, and the chain end deals 1d3 points of bludgeoning damage
KYOKETSU SHOGE
PRICE 6 GP TYPE exotic
This weapon consists of a foot-long double-edged blade, with another smaller, curved hook-blade sticking out the side like a rooster’s spur. The blade is strung to a large iron hoop with a 10-foot length of rope. The blade can be used as an off-handed melee weapon or thrown like a dagger, while the rope and circlet can be whipped around and swung at opponents as a bludgeoning reach weapon.
LANCE
PRICE 10 GP TYPE martial
A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
LASSO
PRICE 1 SP TYPE exotic
This thrown weapon is a length of rope with a simple open knot on one end that allows you to entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a successful DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10, and requires a DC 23 Strength check to break. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
LIGHT CROSSBOW
WEAPONS SPECIAL MATERIALS
PRICE 35 GP TYPE simple
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
LIGHT FLAIL
PRICE 8 GP TYPE martial
A light flail consists of a weighted striking end connected to a handle by a sturdy chain. Though often imagined as a ball, sometimes spiked like the head of a morningstar, the head of a light flail can actually take many different shapes, such as short bars. Military flails are sturdier evolutions of agricultural flails, which are used for threshing—beating stacks of grains to separate the useful grains from their husks.
LIGHT HAMMER
PRICE 1 GP TYPE martial
A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.
LIGHT MACE
PRICE 5 GP TYPE simple
A mace is made up of an ornate metal head attached to a simple wooden or metal shaft. The mace’s head is usually flanged to cause more pain or damage. Some more primitive maces are made with stone bound to a wooden haft with leather straps.
31
UlTimaTe eqUipmeNT LIGHT PICK
PRICE 4 GP TYPE martial
This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armorpiercing spike and a hammerlike counterweight.
LIGHT SHIELD
PRICE varies TYPE martial
You can bash with a light shield instead of using it for defense. The shield entries for light shields appear on page 12.
LONGBOW HOOKED AXE
PRICE400 75 GP PRICE SP TYPE martial WEIGHT 25 lb.
Light Shield: You can bash with a light shield instead of using it for defense.
At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow can’t be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.
LONGSPEAR
PRICE 5 GP TYPE simple
A longspear is about 8 feet in length.
LONGSWORD
PRICE 15 GP TYPE martial
MADU
The madu is a round, light leather shield with two animal horns—usually from an antelope—extending from opposite sides. If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient with the it, treat it as a light spiked shield. A madu can’t be disarmed. It can be crafted entirely out of metal, but both versions offer the same basic protection and attack benefits, though they respond differently to some spells and effects. A druid can use a leather madu, but not a steel madu.
MANCATCHER
PRICE 15 GP TYPE exotic
This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn’t work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; breaking it requires a DC 26 Strength check. If you drop the mancatcher, the target can free himself as a standard action.
MATTOCK
PRICE 12 GP TYPE martial
A mattock resembles a two-handed pick, but with a chisel-like blade instead of a point.
This sword is about 3-1/2 feet in length.
LUCERNE HAMMER
PRICE 40 GP/50 GP TYPE exotic
PRICE 15 GP TYPE martial
MERE CLUB
PRICE 2 GP TYPE simple
A Stone Age weapon traditionally made of carved stone, a mere (MEH-reh) is a short, flat-sided, sharp-pointed club. This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a lucerne hammer.
LUNGCHUAN TAMO
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PRICE 5 GP TYPE martial
What seems to be an ordinary baton sheaths a pair of matching slender-bladed daggers—perfectly balanced throwing blades.
METEOR HAMMER
PRICE 10 GP TYPE exotic
This weapon consists of one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent’s body. If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than
ARMS AND ARMOR ARMOR knocking her prone. You may use this weapon in two different ways: In meteor mode you use it as a double weapon, while in fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC. Switching between these two modes is a free action decided at the start of your turn.
MONK’S SPADE
PRICE 20 GP TYPE martial
This polearm is a double weapon. One side is fitted with a broad, shovel-like sharpened blade, while the opposite side is fitted with a crescent blade that juts out like a pair of bull’s horns. The monk’s spade does many types of damage. The type of damage it deals depends on how it is wielded, with the spade side able to bludgeon and slash and the crescent side able to slash and pierce.
MORNINGSTAR
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
NINE-RING BROADSWORD
NINE-SECTION WHIP
PRICE 35 GP TYPE martial
NODACHI
NET
PRICE 20 GP TYPE exotic
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
PRICE 15 GP TYPE martial
PRICE 8 GP TYPE exotic
The nine-section whip consists of steel bars linked together. The final bar is a 6-inch weighted spike. This weapon can be wielded as a single-handed weapon, a two-handed weapon, or in pairs. Nine-section whips often have colored cloth flags attached to the ends to make them easier to control.
PRICE 8 GP TYPE simple
The naginata consists of a 6-foot staff affixed to a 2-foot-long, slightly curved, swordlike blade. The shaft is designed to keep the wielder out of reach from swords and shorter weapons.
SPECIAL MATERIALS
This broad-bladed weapon has nine heavy rings threaded through its spine, providing additional weight to add to the force of its impressive chopping power.
A morningstar is a spiked metal ball affixed to a handle.
NAGINATA
WEAPONS
PRICE 60 GP TYPE martial
This very long, two-handed weapon has a slender but wickedly sharp 4-foot-long blade at one end. It is predominantly used by ground troops to attack mounted warriors, and can be used to hack riders from their mounts or set to receive a charge.
NUNCHAKU
PRICE 2 GP TYPE exotic A nunchaku is made up of two wooden or metal bars connected by a short
length of rope or chain.
OGRE HOOK
PRICE 24 GP TYPE martial
This large crook of sharpened metal makes it easy to trip and catch fleeing opponents. Invented by ogres, most ogre hooks are Large and crudely fashioned—often from metal torn from previous victims’ weapons and armor. Despite their poor workmanship, the rarity and peril involved in getting ogre hooks make such items quite valuable.
33
UlTimaTe eqUipmeNT ORC DOUBLE AXE
PRICE 60 GP TYPE exotic
A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon. Though invented by and traditionally associated with orcs, the double axe can be crafted and wielded by other races as well, though many disdain it for its extreme weight and clumsiness. Because of the blades at either end of the axe, the wielder must hold an orc double axe in the middle of its haft, and utilize a weaving, slashing fighting style more akin to that of a quarterstaff than to that of a greataxe or battleaxe.
PATA
PRICE 14 GP TYPE exotic
An evolution of the punching dagger, the pata is a short sword that ends in a full, fingerless gauntlet hilt. You punch rather than stab with the weapon, allowing you to put more force behind each strike. While wearing a pata, you cannot use that hand for anything else. A pata provides a +10 bonus to your CMD against disarm attempts.
PILUM
PRICE 5 GP TYPE martial
PUNCHING DAGGER
A punching dagger’s blade is attached to a horizontal handle that projects out from the fist when held.
QUADRENS
POISONED SAND TUBE
34
PRICE 1 GP TYPE martial
Resembling a slim scroll case made of bamboo or metal, this tube is filled with fine sand that is soaked or coated with inhaled or contact poison. When loaded with 3 doses of these types of poison, you can blow into the tube to disperse the poisoned sand into your enemies’ faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if you have the Rapid Reload feat.
PRICE 8 GP TYPE exotic
A quadrens looks similar to a sturdy dagger, but with four spikes mounted in a square pattern in place of a blade. When you score a critical hit with a quadrens, the resulting gaping wound causes 1 point of bleed damage. In addition to punching through hide and armor, the spikes can also be used to snag opponents’ blades and twist them out of their grips.
QUARTERSTAFF
PRICE — TYPE simple
A quarterstaff is a simple piece of wood, about 5 feet in length. In battle, it’s held with one hand at the butt and the other a quarter of the way up the staff, allowing it to block blows and make quick strikes.
RANSEUR The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shieldbearing opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.
PRICE 2 GP TYPE simple
PRICE 10 GP TYPE martial
Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.
RAPIER
PRICE 20 GP TYPE martial
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. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.
REPEATING CROSSBOW BOLTS
PRICE 1 GP (5) TYPE ammunition
Bolts for a repeating crossbow are designed to fit the bolt case of a repeating crossbow. They are slightly more expensive than regular crossbow bolts and sold in increments of 5 instead of 10 (to match the capacity of the bolt case).
ARMS AND ARMOR ARMOR
REPEATING HAND CROSSBOW
PRICE 800 GP TYPE exotic
This weapon functions identically to a repeating heavy crossbow, except its damage, critical, and range values are equivalent to those of a hand crossbow instead.
REPEATING HEAVY CROSSBOW
PRICE 400 GP TYPE exotic
The repeating heavy crossbow holds 5 repeating crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. 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. 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.
REPEATING LIGHT CROSSBOW
PRICE 250 GP TYPE exotic
This weapon functions identically to a repeating heavy crossbow, except that its damage, critical, and range values are equivalent to those of a light crossbow instead of a heavy crossbow. Its significantly lighter construction and pull make it both more portable and more useful to those who rely on stealth or speed.
RHOKA SWORD
PRICE 25 GP TYPE exotic
This sword is used almost exclusively by the life-hating urdefhans (Bestiary 2 276). The sword is the size of a longsword but consists of two serrated blades placed side by side.
RHOMPHAIA
PRICE 15 GP TYPE martial
This Bronze Age weapon is an early polearm consisting of a long, single-edged blade attached to a sturdy staff, sometimes slightly curved. It serves as both a cutting and a thrusting weapon.
ROPE DART
PRICE 1 GP TYPE exotic
This deceptively complex weapon appears to be nothing more than a 12-foot rope attached to a 6-inchlong, conical metal spike. Similar to a meteor hammer, it can be whirled at great speeds, then aimed to strike and pierce opponents with great reach. Once it strikes, the wielder can quickly retrieve the weapon with a tug of the rope as a free action.
SAI
PRICE 1 GP TYPE exotic
A sai is a metal spike flanked by a pair of prongs used to trap an enemy’s weapon. When wielding a sai, you get a +2 bonus on combat maneuver checks to sunder an enemy’s weapon. Though pointed, a sai is not usually used for stabbing. Instead, it is used primarily to bludgeon foes, punching with the hilt, or else to catch and disarm weapons between its tines. Sais are often wielded in pairs.
SANSETSUKON
WEAPONS SPECIAL MATERIALS
PRICE 8 GP TYPE martial
Also called a three-section staff, this weapon is divided into three 2-footlong segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.
SAP
PRICE 1 GP TYPE martial
This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.
SAWTOOTH SABRE
PRICE 35 GP TYPE exotic
The signature weapon of certain assassin cults, the sawtooth sabre is a cruelly efficient weapon. You may use a sawtooth sabre as a Martial Weapon (in which case it functions identically to a longsword). If you have the Exotic Weapon Proficiency (sawtooth sabre) feat, for the purpose of two-weapon fighting you can treat it as a light melee weapon; for all other purposes it is one-handed melee weapon.
SCIMITAR
PRICE 15 GP TYPE martial
This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section.
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UlTimaTe eqUipmeNT PRICE 20 GP TYPE martial
SCIZORE
The scizore is a hardened tube that fits over the forearm, ending in a semicircular blade. The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with it. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your CMD against being disarmed of your scizore. Donning a scizore is a full-round action.
PRICE 5 GP TYPE exotic
SCORPION WHIP
This whip has a series of razor-sharp blades inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with both the scorpion whip and whip, you can use a scorpion whip in either the normal way (as a light performance weapon) or as a whip. When you use a scorpion whip as a whip, it is equivalent to a whip, but deals lethal damage and can harm creatures regardless of their armor bonus.
This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. Its connotations as a symbol of death make it an intimidating weapon.
SEVEN-BRANCHED SWORD
PRICE 50 GP TYPE exotic
This sword has a straight 2-foot-long blade with six shorter L-shaped blades protruding from it, three on each side. The shorter blades can be used to snag opponents’ clothing or armor, or can target weapons in order to disarm them. To snag armor or clothing, the attacker makes a trip attempt. If successful, the victim doesn’t fall prone, but stumbles forward, and is flat-footed for the remainder of the round.
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SHORTBOW
PRICE 30 GP TYPE martial
A shortbow is made up of one piece of wood about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow, but not a regular shortbow. A shortbow fires arrows.
SHORTSPEAR
PRICE 1 GP TYPE simple
PRICE 18 GP TYPE martial
SCYTHE
SHANG GOU
These weapons gain the disarm special feature when they are used individually. A pair of shang gou can also be formed into a single one-handed weapon to gain the trip special feature.
PRICE 6 GP TYPE martial Forged in pairs, these solid metal blades end in curved hooks, while the hand guards are hammered into outward-facing spiked crescents. Both the crescent and the tip of the hilt are sharpened for combat. They can be wielded as single weapons or with two-weapon fighting styles.
A shortspear is about 3 feet in length, making it a suitable thrown weapon.
SHORTSWORD
PRICE 10 GP TYPE martial
Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword.
SHOTEL
PRICE 30 GP TYPE exotic
The shotel is a downward-curving sword designed to reach over or around an opponent’s shield. You gain a +1 bonus on attack rolls with a shotel against opponents using bucklers, light shields, or heavy shields. The curve of a shotel’s blade varies from sword to sword, and some models are double-edged, while others are single-edged, with the back edge able to be braced against a shield for additional power. Shotels are particularly useful for hooking mounted combatants and ripping them from their steeds.
ARMS AND ARMOR ARMOR
SHURIKEN
PRICE 1 GP (5) TYPE exotic
A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can’t be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.
SIANGHAM
PRICE 3 GP TYPE exotic
This weapon is a handheld shaft fitted with a pointed tip for stabbing foes. It resembles a (much sturdier) arrow with a grip designed for melee combat.
SIBAT
PRICE 2 GP TYPE martial
This weapon is similar to a shortspear with a flexible rattan or bamboo shaft and an elaborately barbed head. The barbs can snag flesh, clothing, or armor to ensnare an enemy.
SICA
PRICE 10 GP TYPE exotic
This blade is a smaller, lighter version of the shotel. You gain a +1 bonus on attack rolls with a sica against opponents using bucklers, light shields, or heavy shields.
SICKLE
PRICE 6 GP TYPE simple Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent’s limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent’s flesh.
SLING
PRICE — TYPE simple
A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. A sling fires sling bullets. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets.
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.
SLING BULLETS
PRICE 1 SP (10) TYPE ammunition
WEAPONS SPECIAL MATERIALS
Sling bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.
SMOKE ARROW
PRICE 10 GP TYPE ammunition
This arrow is actually a specially-shaped smokestick that can be fired from a bow. It trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.
PRICE 30 GP TYPE exotic
SNAG NET
This short, wide net is covered in barbed loops and slipknots. It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.
PRICE 2 GP TYPE simple
SPEAR
A spear is 5 feet in length and can be thrown.
SPIKED ARMOR
PRICE +50 GP TYPE martial
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See the armor spikes entry on page 10 for details. Armor spikes can’t be disarmed.
SPIKED CHAIN
PRICE 25 GP TYPE exotic A spiked chain is about 4 feet in length and covered in wicked barbs. Some have metal hoops to use as handgrips. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon.
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UlTimaTe eqUipmeNT SPIKED GAUNTLET
PRICE 5 GP TYPE simple
This is a gauntlet of thick leather or metal with blades or spikes protruding from above the knuckles, allowing the wearer to stab with the force of a punch. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot disarm you of spiked gauntlets.
SPIKED HEAVY SHIELD
PRICE 17 GP/30 GP TYPE martial
Spiked shields are intimidating weapons, and can have a single protruding central spike, razored shield edges, or a whole forest of deadly protrusions. You can bash with a spiked heavy shield instead of using it for defense. A spiked heavy shield can’t be disarmed. See the armor spikes entry on page 10 for details.
SPIKED LIGHT SHIELD
PRICE 13 GP/19 GP TYPE martial
You can bash with a spiked light shield instead of using it for defense. A spiked light shield can’t be disarmed. See the armor spikes entry on page 10 for details.
STARKNIFE
PRICE 24 GP TYPE martial
From a central metal ring, four tapering metal blades extend from this weapon like points on a compass rose. By gripping the crossbar that runs through the weapon’s open middle, a wielder can strike with it as a deadly melee weapon. Alternatively, by gripping it by the outer rim, a starknife’s light, aerodynamic design allows it to be thrown short distances in a manner similar to a chakram.
SWORD CANE
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SWORDBREAKER DAGGER
You can use this dagger to disarm or sunder enemy blades by catching them in the grooves on the back of the blade and using your weapon as a lever. If you are proficient with this weapon, add a +4 bonus on combat maneuver checks to disarm or sunder bladed weapons while using it.
TAIAHA
PRICE 10 GP TYPE exotic
The Stone Age taiaha is a long, heavy stick, club-shaped at one end and tipped with a wooden or metal spear point at the other. You wield it with a combination of solid strikes with the club and fending motions with the spear. A taiaha can be wielded as a martial weapon that deals 1d8 points of bludgeoning damage (1d6 if Small) and has a ×2 critical.
TEKKO-KAGI
PRICE 2 GP TYPE exotic
Also known as an iron claw, this device consists of a fanlike structure of three or more 10-inch blades secured to a sturdy handle strapped to the forearm of the off hand. It can be used as an offensive weapon or defensively like a buckler, or used to disarm an opponent without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons.
TEMPLE SWORD
PRICE 30 GP TYPE exotic Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescentshaped blades, which appear to be an amalgam of sickle and sword. Many have holes drilled into the blade or the pommel so that charms, bells, or other holy trinkets can be attached to reflect the owner’s devotion or to serve as foci for prayer or meditation. Monks are proficient with the temple sword.
PRICE 45 GP TYPE martial
This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade as a swift action (or a free action if you have the Quick Draw feat). An observer must succeed at a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn’t a light weapon. You can’t wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.
PRICE 10 GP TYPE exotic
TEPOZTOPILLI
PRICE 8 GP TYPE martial
The head of this wooden Stone Age polearm is edged with jagged bits of obsidian, glass, teeth, or similar materials. The wide head serves well for both piercing and slashing attacks.
TERBUTJE
PRICE 5 GP TYPE martial
This Stone Age weapon, also called a macuahuitl, is made from a length of tempered wood. It has bits of shark teeth, obsidian, glass, or similar materials studded all along its length.
ARMS AND ARMOR ARMOR
TETSUBO
PRICE 20 GP TYPE exotic
TRI-POINT DOUBLE-EDGED SWORD
PRICE 12 GP TYPE martial
WEAPONS SPECIAL MATERIALS
A slight improvement over the greatclub, this weapon consists of a long, slender length of wood or metal whose upper half is shod with a thick sheet of studded iron. The iron gives added weight and strength to the club, while the studs are designed to crack helmets and armor.
THROWING AXE
PRICE 8 GP TYPE martial
This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. Throwing axes have a variety of alternative names, including franciscas, tomahawks, and more. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.
THROWING SHIELD
PRICE +50 GP TYPE exotic
This shield is designed for throwing and has specially designed straps that allow you to unclasp and throw it as a free action. Tower shields cannot be throwing shields. Neither a shield’s enhancement bonus to AC nor its shield spikes apply on your attack or damage rolls. A throwing shield can’t be disarmed.
TIGER FORK
PRICE 5 GP TYPE martial
This long, tridentlike weapon consists of a three-pronged metal fork set upon an 8-foot-long shaft. It is wielded much like a staff, with the wielder grasping the shaft from the center and jabbing with its forked end. A tiger fork can be set to receive a charge.
TONFA
PRICE 1 GP TYPE martial
These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.
TRIDENT
PRICE 15 GP TYPE martial
Topping the head of this 5-foot-long shaft are three long, backward-curved blades fashioned in the appearance of a blossoming lotus. The unusually large head is designed to land heavy blows and cause multiple wounds that open away from each other.
TUBE ARROW SHOOTER
This weapon consists of a small metal tube hidden within a sleeve; the tube holds a short, spring-loaded bamboo shaft. You gain a +2 bonus on Sleight of Hand checks made to conceal a tube arrow shooter on your body. Releasing the fastener allows the spring to force the arrow out. Once a shaft is fired, the tube must be reloaded before it can be used again. Reloading a tube is a full-round action, or a standard action if the wielder has the Rapid Reload feat.
TWO-BLADED SWORD
PRICE 100 GP TYPE exotic
A two-bladed sword is a double weapon—twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.
UNARMED STRIKE
PRICE — TYPE simple
An unarmed strike is an attack such as a punch or a kick where the attacker is not using a weapon to make the attack. A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (Core Rulebook 182). An unarmed strike can’t be disarmed.
UNDERWATER HEAVY CROSSBOW A trident has three metal prongs at the end of a 4-foot-long shaft. This weapon can be thrown.
PRICE 3 GP TYPE martial
PRICE 100 GP TYPE simple
Above water, this weapon is identical to a heavy crossbow. You may use it underwater, where it has a range increment
39
UlTimaTe eqUipmeNT of 20 feet. It counts as a heavy crossbow for the purposes of proficiencies and special abilities.
UNDERWATER LIGHT CROSSBOW
PRICE 70 GP TYPE simple
An underwater light crossbow functions like its normal counterpart above water, and can be used underwater. When fired underwater, the crossbow has a range increment of 20 feet. Anyone proficient with a normal light crossbow can use an underwater light crossbow.
URUMI
PRICE 30 GP TYPE exotic
Commonly known as a whip sword, this deadly weapon is fashioned from one to four 5-foot-long, razor-sharp blades of flexible steel, almost like a metal cato’-nine-tails. The weapon is wielded by whipping the blades at one’s opponent. The coiled blade is fine and flexible enough to be worn as a belt, and its wielders often carry the blades wrapped around themselves in this fashion.
WAHAIKA
PRICE 3 GP TYPE exotic
This short and broad Stone Age club is made of hardened wood or bone. It has a notch on one side that is used for catching weapons. If you are proficient with the weapon, you can use the notch in the wahaika to disarm your foes. Otherwise, treat this weapon as a club. Feats and abilities that affect clubs apply to the wahaika.
WAKIZASHI
PRICE 35 GP TYPE exotic
PRICE 1 GP TYPE exotic
WHIP
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with a 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon. You can’t wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.
WHISTLING ARROW
PRICE 2 GP (20) TYPE ammunition
These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within 500 feet of their flight path. They are sold in quantities of 20.
WOODEN STAKE
This close combat weapon is just a sharpened piece of wood. Iron spikes that are used as weapons deal damage as wooden stakes.
WUSHU DART These short, slender blades are between 1 to 2 feet long. They are primarily used as back-up weapons, to decapitate defeated enemies, or to commit seppuku (ritual suicide) as a matter of honor. These blades are specifically worn by samurai and are intended to be paired with a katana. Together, this set of blades is referred to as a daisho.
WARHAMMER
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PRICE 12 GP TYPE martial This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter’s hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike.
PRICE — TYPE simple
PRICE 1 SP TYPE martial
This sharpened wooden spike can be used as a punching weapon, but it is also perfectly balanced for throwing.
MASTERWORK WEAPONS A masterwork weapon is a f inely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. Without using magic, 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 on page 93 of the Core Rulebook). The masterwork transformation spell (Ultimate Magic) transforms a non-masterwork weapon into a masterwork weapon. The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp). Masterwork ammunition is damaged (and effectively destroyed) when used. The enhancement bonus of masterwork
ARMS AND ARMOR ammunition does not stack with any enhancement bonus of the projectile weapon firing it. All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic. Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.
Firearms
This section presents an anachronistic collection of hand-held black powder weapons suitable for a wide variety of fantasy adventure campaigns. Most of them are single-shot muzzle-loaders with highly ineff icient triggering mechanisms—traditional sword and sorcery f irearms. More advanced f irearms are also presented for those brave enough to mix their fantasy with a technology much closer to that of the Old West than the slow and unstable weapons that gave musketeers their name. Of course, it is the GM’s decision whether or not guns of any type are allowed in a campaign. What follows are additional rules for using firearms. This section refers to firearm feats in Ultimate Combat. FIREARM PROFICIENCY: The Exotic Weapon Prof iciency (f irearms) feat allows you to use all f irearms without penalty. A nonprof icient character takes the standard –4 penalty on attack rolls with f irearms, and a nonprof icient character who loads a f irearm increases all misf ire values by 4 for the shots he loads. Even though the Exotic Weapon Prof iciency (f irearms) feat grants you prof iciency with all f irearms, anytime you take a feat that modif ies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specif ic type of f irearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect. All f irearms are part of the same weapon group for the purposes of the f ighter’s weapon training class feature. FIREARM CATEGORIES: The firearms in this chapter fall into one of two categories: early or advanced firearms. Early Firearms: Early firearms are typically matchlock, wheellock, or f lintlock weapons, and require more finesse and care to use than advanced firearms. Early firearms are muzzle-loaded, requiring a bullet and powder (or other special alchemical substances) to be shoved down the barrel before the weapon is fired. Early firearm ammunition can be loaded from a cartridge, but that cartridge is made of soft material (like paper or cloth) that is torn open so that the contents may be shoved down the barrel. Advanced Firearms: Advanced firearms are more reliable and accurate than early firearms. The ammunition for an advanced firearm takes the form of metal (usually brass)
ARMOR
Table 1–9: Firearm Ammunition ITEM
PRICE
Alchemical cartridge (dragon's breath) 40 gp Alchemical cartridge (entangling shot) 40 gp Alchemical cartridge (flare) 10 gp Alchemical cartridge (paper, bullet or pellet) 12 gp Alchemical cartridge (salt shot) 12 gp Black powder (dose) 10 gp Black powder (keg) 1,000 gp Firearm bullet (1) 1 gp Metal cartridge 15 gp Pellets (handful) 1 gp Pitted bullet 5 gp
WEIGHT
— — — — — — 5 lbs. — — — —
cartridges that are loaded into a chamber rather than shoved down the muzzle. CAPACITY: A firearm’s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a fullattack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has. RANGE AND PENETRATION: Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range. Early Firearms: When f iring an early f irearm, the attack resolves against the target’s touch AC when the target is within the f irst range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early f irearms have a maximum range of f ive range increments. Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments. LOADING A FIREARM: You need at least one hand free to load one-handed and two-handed firearms. In the case of twohanded firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms. Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.
WEAPONS SPECIAL MATERIALS
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UlTimaTe eqUipmeNT
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Early Firearms: Early f irearms are all muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early f irearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early f irearm and a full-round action to load each barrel of a two-handed early f irearm. Advanced Firearms: Advanced firearms are chamberloaded. It is a move action to load a one-handed or twohanded advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action. MISFIRES: If the natural result of your attack roll with a firearm is equal to or less than the firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat from Ultimate Combat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each early firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Ref lex save halves this damage. Advanced Firearms: Advanced f irearms can misf ire, but when they do, they only gain the broken condition. A subsequent misf ire does not cause them to explode. AMMUNITION: Firearm ammunition takes two forms: either black powder and shot (either bullets or pellets) or cartridges. Firearm ammunition is destroyed when it is used. Unlike other types of ammunition, there is no chance to retrieve firearm ammunition that misses. No part of a cartridge can be reused to create new cartridges. Firearm ammunition cannot be treated with poison, unless you are using a pitted bullet. CONCEALING FIREARMS: Like light weapons and hand crossbows, one-handed firearms are easy to conceal on your person. Some smaller firearms (like the coat pistol) can grant bonuses to conceal a weapon on your person. BUCKLERS: You can use a one-handed or two-handed firearm without penalty while carrying a buckler. FIRE WHILE PRONE: Firearms, like crossbows, can be fired while their wielders are prone. FIREARMS, BLACK POWDER, AND WATER: Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. You cannot normally load an early f irearm underwater or f ire any f irearm underwater without magical aid.
DEFLECTING AND SNATCHING BULLETS: The Def lect Arrows feat and the Snatch Arrows feat can be used to def lect bullets, but not pellets shot from a scatter weapon. SCATTER (WEAPON QUALITY): A weapon with the scatter weapon quality can shoot two different types of ammunition. It can f ire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only f ire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modif ied by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, conf irm the critical for that attack roll alone. A f irearm that makes a scatter shot misf ires only if all of the attack rolls are misf ires. If a scatter weapon explodes on a misf ire, it deals triple its damage to all creatures within the misf ire radius.
ALCHEMICAL CARTRIDGE Dragon’s breath Entangling shot Flare Paper Salt shot
PRICE varies WEIGHT — 40 GP 40 GP 10 GP 12 GP 12 GP
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry. Dragon’s Breath Cartridge: This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality. The nonmagical flame deals 2d6 points of fire damage to all targets within the cone of the scatter firearm (DC 15 Reflex save for half). These cartridges cannot be used in firearms that don’t have the scatter weapon quality. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires. Entangling Shot Cartridge: This mix of black powder and an alchemically treated resin strong enough to survive the
ARMS AND ARMOR ARMOR
Table 1–10: Firearms ONE-HANDED RANGED WEAPONS (EARLY FIREARMS) PRICE DMG (S) DMG (M) CRITICAL RANGE
Buckler gun Coat pistol Dagger pistol Double-barreled pistol Dragon pistol Pepperbox Pistol Sword cane pistol
750 gp 750 gp 740 gp 1,750 gp 1,000 gp 3,000 gp 1,000 gp 775 gp
1d4 1d3 1d3 1d6 1d4 1d6 1d6 1d3
1d6 1d4 1d4 1d8 1d6 1d8 1d8 1d4
WEAPONS MISFIRE CAPACITY WEIGHT
TYPE
SPECIAL
×4 ×3 ×3 ×4 ×4 ×4 ×4 ×3
10 ft. 10 ft. 10 ft. 20 ft. special 20 ft. 20 ft. 10 ft.
1 (5 ft.) 1 (5 ft.) 1 (5 ft.) 1–2 (5 ft.) 1–2 (5 ft.) 1–2 (5 ft.) 1 (5 ft.) 1 (5 ft.)
2 1 1 2 1 6 1 1
6 lbs. 1 lb. 1 lb. 5 lbs. 3 lbs. 5 lbs. 4 lbs. 1 lb.
B and P — B and P — B and P — B and P — B and P Scatter B and P — B and P — B and P —
×4 ×2 ×4 ×4 ×4 ×4 ×4 ×4
30 ft. 1–2 (5 ft.) Special 1–2 (10 ft.) 30 ft. 1 (10 ft.) 50 ft. 1–2 (5 ft.) 10 ft. 1–3 (5 ft.) 10 ft. 1–4 (5 ft.) 40 ft. 1–2 (5 ft.) 30 ft. 1–2 (5 ft.)
1 1 1 2 2 1 1 1
6 lbs. 8 lbs. 40 lbs. 18 lbs. 11 lbs. 4 lbs. 9 lbs. 6 lbs.
B and P — B and P Scatter B and P Scatter B and P — B and P — P — B and P — B and P —
SPECIAL MATERIALS
TWO-HANDED RANGED WEAPONS (EARLY FIREARMS)
Axe musket Blunderbuss Culverin Double hackbut Double-barreled musket Fire lance Musket Warhammer musket
1,600 gp 2,000 gp 4,000 gp 4,000 gp 2,500 gp 25 gp 1,500 gp 1,600 gp
1d6 1d6 2d6 2d10 1d10 1d4 1d10 1d6
1d8 1d8 2d8 2d12 1d12 1d6 1d12 1d8
ONE-HANDED RANGED WEAPONS (ADVANCED FIREARMS)
Revolver
4,000 gp 1d6
1d8
×4
20 ft.
1
6
4 lbs. B and P
×2 ×4 ×4 ×2
20 ft. 80 ft. 80 ft. 20 ft.
1–2 1–2 1 1–2
2 4 1 1
15 lbs. 15 lbs. 12 lbs. 12 lbs.
—
TWO-HANDED RANGED WEAPONS (ADVANCED FIREARMS)
Double-barreled shotgun Pepperbox rifle Rifle Shotgun
7,000 gp 7,000 gp 5,000 gp 5,000 gp
1d6 1d8 1d8 1d6
1d8 1d10 1d10 1d8
shot can only be loaded into a blunderbuss, a dragon pistol, or another scatter weapon. It deals half damage to those hit by a cone attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Reflex saving throw or become entangled for 2d4 rounds. An entangling shot cartridge increases the firearm’s misfire value by 2. Flare Cartridge: When a flare cartridge hits its target, it deals only half the normal damage, but the creature struck is blinded for 1 round (Fortitude DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fortitude DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can be used only to attack single creatures; they do not work as a shot for a scatter weapon’s cone attack. Paper Cartridge: This simple mix of black powder and either pellets or a bullet increases the misfire value by 1. Salt Shot Cartridge: This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage, and increases the misfire value by 1. You can use it only with a scatter weapon’s cone attack.
B and P Scatter B and P — B and P — B and P Scatter
PRICE 1,600 GP TYPE early
AXE MUSKET
This short musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. This is an early firearm.
PRICE varies TYPE ammunition
BLACK POWDER 1 dose 1 keg
WEIGHT — WEIGHT 5 lbs.
PRICE 10 GP PRICE 1,000 GP
Black powder is the key explosive component within a firearm that enables it to function, but in larger amounts this alchemical material can be quite destructive on its own as well. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms, while 10 doses are required to fire a cannon. Black powder is
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UlTimaTe eqUipmeNT often stored and transported in kegs (which hold 100 doses), but in this quantity the powder itself becomes dangerous. Exposure to fire, electricity, or a misfire explosion causes black powder to explode—a single keg that explodes in this manner deals 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half). Storing black powder in a powder horn protects the powder from explosion.
BLUNDERBUSS
PRICE 2,000 GP TYPE early
to ignite a gunpowder charge. A wooden stock partially encases the barrel, allowing you to carry it under your arm with ease. Firing a culverin without support (such as a wall, a window, or a stand) imposes a –4 penalty on attack rolls, and knocks you prone. A culverin uses 4 doses of black powder and grapeshot (a handful of pellets) as ammunition. These statistics simulate only the original, hand-held culverins—their larger descendants are considered cannons and are dealt with in the siege weapon section of Ultimate Combat. This is an early firearm.
DAGGER PISTOL
This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or closefighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
BUCKLER GUN
PRICE 750 GP TYPE early
The front of this buckler is fitted with a small, double-barreled gun that can be shot while wearing the buckler. Unlike with a double-barreled pistol, you can shoot only one barrel at a time. You must remove the buckler to reload the gun. Each barrel of a buckler gun uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. Because of its awkward construction, a buckler gun is always considered an off-handed weapon. This is an early firearm.
COAT PISTOL
PRICE 750 GP TYPE early
Though less powerful than other, larger firearms, this pistol is small enough to be easily concealed in a jacket or coat. You get a +2 bonus on Sleight of Hand checks made to conceal a coat pistol on your body. A coat pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
CULVERIN
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PRICE 740 GP TYPE early
A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons. The awkwardness of the configuration means you do not gain the bonus on Sleight of Hand checks that either of those stand-alone weapons grants. The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the dagger component are considered broken. A dagger pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
DOUBLE HACKBUT
PRICE 4,000 GP TYPE early
This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to the top of a lightweight, twowheeled carriage. It takes a full-round action to set up the carriage. The carriage has a hind leg, allowing the wielder to wheel the device about and immediately prop it for stability during combat. Unlike other two-handed firearms, you must fire the double hackbut while it is mounted, or else firing it imparts a –4 penalty on attack rolls and the recoil knocks you prone. A Large or larger creature can fire a double hackbut one size smaller than itself without the gun’s mounting as a normal two-handed weapon and without the danger of being knocked prone, but takes the normal penalty for firing an inappropriately sized weapon. A double hackbut uses a bullet and 6 doses of black powder. This is an early firearm.
DOUBLE-BARRELED MUSKET
PRICE 2,500 GP TYPE early
PRICE 4,000 GP TYPE early
The culverin, also known as a hand bombard, consists of a simple smoothbore tube, sealed at one end except for a small hole used
This musket has two parallel barrels; each barrel can be shot independently as separate attacks, or both can be fired at once as a standard action (the attack action). If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on
ARMS AND ARMOR ARMOR each shot. Each barrel of a double-barreled musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
DOUBLE-BARRELED PISTOL
PRICE 1,750 GP TYPE early
This pistol has two parallel barrels; each barrel can be fired independently as separate attacks, or both can be fired at once as a standard action (the attack action). If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imposing a –4 penalty on each shot. This is an early firearm.
DOUBLE-BARRELED SHOTGUN
PRICE 7,000 GP TYPE advanced
This twin-barreled shotgun’s barrels can be fired independently as separate attacks, or both can be fired at once as a standard action (the attack action). A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points of damage. A doublebarreled shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition. This is an advanced firearm.
DRAGON PISTOL
PRICE 1,000 GP TYPE early
Like a miniature blunderbuss, the dragon pistol fires pellets or a bullet from its flared barrel. It fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A dragon pistol uses either a bullet or group of pellets and 1 dose of black powder, or a single alchemical cartridge (with either bullets or pellets) as ammunition. This is an early firearm.
FIRE LANCE
PRICE 25 GP TYPE early
This primitive firearm is merely a long tube that, when ignited, propels forth a short gout of flame and a javelin. Unlike other firearms, the fire lance is wildly imprecise, and targets AC rather than touch AC. A fire lance is always treated as having the broken condition for the purpose of determining the effects of a misfire. A fire lance uses a javelin and 2 doses of black powder as ammunition. This is an early firearm.
FIREARM BULLET
PRICE 1 GP TYPE ammunition
The ammunition of most one-handed and two-handed firearms, firearm bullets typically take the form of small balls of lead or some other metal. Thirty bullets weigh half a pound.
METAL CARTRIDGE
WEAPONS SPECIAL MATERIALS
PRICE 15 GP TYPE ammunition
These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets.
MUSKET
PRICE 1,500 GP TYPE early
This long-barreled firearm has a much greater range than a pistol. A musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as its ammunition. This is an early firearm.
PELLETS
PRICE 1 GP TYPE ammunition
A handful of pellets, along with 1 dose of black powder, is commonly used as ammunition for one-handed and twohanded firearms with the scatter weapon quality, though rocks or other small bits of hard material can be used in the pellets’ place. Using anything other than pellets or alchemical cartridges when firing off a cone attack with a scatter weapon increases the weapon’s misfire range by 1 (though this increase can be removed by switching back to standard ammunition). Thirty handfuls of pellets weigh half a pound.
PEPPERBOX
PRICE 3,000 GP TYPE early
This pistol has six barrels instead of one. The entire barrel housing can be quickly rotated by hand between shots (a free action requiring one free hand), allowing all six bullets to be fired before the weapon must be reloaded. Each barrel of a pepperbox uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
PEPPERBOX RIFLE
PRICE 7,000 GP TYPE advanced
The four barrels of this rifle are set into a turnable housing that can be quickly rotated by hand (a free action) between shots. A pepperbox rifle uses metal cartridges as ammunition. This is an advanced firearm.
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UlTimaTe eqUipmeNT PISTOL
PRICE 1,000 GP TYPE early
The basic single-shot pistol is one of the most common firearms, although in most campaigns it is still rare enough to be an object of envy or curiosity to most. As such, it can take a variety of different forms, from wildly ornate masterpieces in the shape of fire-breathing dragons to the more common woodhandled pistols, or nothing more than a simple metal tube with a triggering device. A pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
PITTED BULLET
PRICE 5 GP TYPE ammunition
This ammunition is pitted with a pattern of small pocks into which specially formulated poison compounds can be applied. A poison compound is a derivative of a standard toxin that is alchemically reduced to a solid form. These can be made from any standard injury or contact poison with a successful Craft (poison) check equal to the poison’s DC + 4. The cost of purchasing an already prepared poison compound for the purpose of treating pitted bullets is equal to the poison’s base cost + 20 gp. Once crafted, the compound can be pasted into the ammunition’s pitted design and allowed to harden. Upon completion, the bullet can be fired from an appropriate firearm, releasing the poison compound into its target upon impact, but the poison’s DC is reduced by 2. A pitted bullet cannot be used with an alchemical cartridge. The listed cost does not include the cost of poison.
REVOLVER
PRICE 4,000 GP TYPE advanced
A revolver is a pistol with a revolving cylinder containing six chambers. Each chamber can hold a metal cartridge, and when one cartridge is fired, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing. A revolver uses metal cartridges as ammunition. This is an advanced firearm.
RIFLE
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PRICE 5,000 GP TYPE advanced
This improvement on the musket features a grooved barrel that imparts a twisting, spiral motion to the bullet as it exits,
stabilizing it and preventing the end-over-end tumbling common to projectiles from simpler firearms. As a result, a rifle can fire significantly farther and with more accuracy than early long-bore firearms. A rifle uses metal cartridges as ammunition. This is an advanced firearm.
SHOTGUN
PRICE 5,000 GP TYPE advanced
This advanced version of the blunderbuss shoots in a 30-foot cone when firing pellets, and has a 20-foot range increment when firing a bullet (often called a slug). Shotguns can either be simple and functional, or art pieces in their own right, with engravings and inlay on the stocks and breeches. Those used by the upper class are often emblazoned with images of game animals, family crests, or elaborate maker’s marks. A shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition. This is an advanced firearm.
SWORD CANE PISTOL
PRICE 775 GP TYPE early
A combination weapon, this gun mixes a coat pistol with a sword cane. The sword cane pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must succeed at a DC 15 Perception check to realize that an undrawn sword cane pistol is a weapon rather than a simple walking stick; the DC decreases to 5 if the observer is able to handle the weapon. A sword cane pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. The sword part of the weapon must be drawn in order to load the pistol part of the weapon. This is an early firearm.
WARHAMMER MUSKET
PRICE 1,600 GP TYPE early
This musket has a warhammer head at the end of its barrel, which allows it to be used as both a musket and a warhammer. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the warhammer are considered broken. A warhammer musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
ARMS AND ARMOR ARMOR
FIGHTER WEAPON GROUPS For the purpose of the fighter class’s weapon training ability, weapon groups are defined as follows.
AXES Bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe
BLADES, HEAVY Bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, great terbutje, greatsword, katana, khopesh, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword
BLADES, LIGHT Bayonet, butterfly sword, dagger, dogslicer, gladius, hunga munga, kama, kerambit, kukri, pata, quadrens, rapier, short sword, sica, sickle, starknife, sword cane, swordbreaker dagger, and wakizashi
BOWS Composite longbow, composite shortbow, longbow, and shortbow
CLOSE Armor spikes, bayonet, brass knuckles, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, klar, light shield, madu, mere club, punching dagger, sap, scizore, shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart
CROSSBOWS Double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater light crossbow, and underwater heavy crossbow
DOUBLE Bo staff, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, and two-bladed sword
FIREARMS All one-handed, two-handed, and siege firearms
FLAILS
Chain spear, dire flail, double chained kama, flail (light flail), flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip
WEAPONS SPECIAL MATERIALS
HAMMERS Aklys, battle aspergillum, club, earth breaker, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer
MONK Bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, jutte, kama, kusarigama, kyoketsu shoge, lungchuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, tiger fork, tonfa, tripoint double-edged sword, unarmed strike, urumi, and wushu dart
NATURAL Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
POLEARMS Bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk’s spade, ogre hook, naginata, nodachi, ranseur, and tiger fork
SIEGE ENGINES Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines (see Ultimate Combat for more details)
SPEARS Amentum, boar spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident
THROWN Aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, pilum, poisoned sand tube, rope dart, shortspear, shuriken, sibat, sling, snag net, spear, starknife, throwing axe, throwing shield, trident, and wushu dart
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UlTimaTe eqUipmeNT
Special Materials
Weapons and armor can be crafted using materials that have innate special properties. If you make a suit of armor or a weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material. Each of the special materials described below has a definite game effect. Some creatures have damage reduction that makes them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter. PRICE 850 GP
ADAMANTINE
TYPE OF ALCHEMICAL SILVER ITEM
Ammunition Light weapon One-handed weapon, or one head of a double weapon Two-handed weapon, or both heads of a double weapon
ANGELSKIN
ITEM PRICE MODIFIER
+2 gp per item +20 gp +90 gp +180 gp
PRICE 350 SP
WEIGHT 45 lb.
Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. 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. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not. Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
The preserved skin of an angel retains a portion of celestial grace and can be crafted into leather, hide, or studded leather armor. Angelskin radiates a moderate good aura that masks malign auras. Any evil aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can’t be detected by means such as detect evil; the creature doesn’t detect as evil, though this has no effect on other aspects of the creature’s alignment. For example, a weak chaotic creature wearing angelskin armor detects as chaotic, but not evil. Spells and supernatural abilities that have special effects when cast on or used against creatures with evil alignments (even beneficial effects) have a 20% chance of treating an evil wearer as neutral instead. Ongoing effects such as smite evil make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect’s duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as holy weapons always treat the wearer as evil. Armor constructed from angelskin is always of masterwork quality; the masterwork cost is included in the prices given below. Angelskin has 5 hit points per inch of thickness and hardness 5.
TYPE OF ADAMANTINE ITEM
TYPE OF ANGELSKIN ITEM
WEIGHT 55 lbs.
Ammunition Light armor Medium armor Heavy armor Weapon
ALCHEMICAL SILVER
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takes a –1 penalty on the damage roll (with a minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8.
ITEM PRICE MODIFIER
+60 gp per item +5,000 gp +10,000 gp +15,000 gp +3,000 gp PRICE 850 GP
WEIGHT 55 lbs.
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. On a successful attack with a silvered slashing or piercing weapon, the wielder
Light armor Medium armor
BLOOD CRYSTAL
ITEM PRICE MODIFIER
+1,000 gp +2,000 gp PRICE 850 GP
WEIGHT 55 lbs.
Mysterious radiation deep below the surface of the earth warps once-ordinary quartz into bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target suffering from a bleed effect, the creature takes 1 additional point of damage from the attack as the blood crystal drains blood from the wound. This applies even if the creature was taking bleed damage
ARMS AND ARMOR ARMOR before the attack with the blood crystal weapon. This does not increase the amount of the bleed effect. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons composed entirely or partially of metal can be made from blood crystal. Unworked blood crystal has a value of 500 gp per pound. Weapons made with blood crystal have one-half the normal hit points. Armor and shields cannot be made of blood crystal, as they would feed on the wearer’s own wounds. Blood crystal has 10 hit points per inch of thickness and hardness 10. TYPE OF BLOOD CRYSTAL ITEM
Ammunition Weapon
COLD IRON
ITEM PRICE MODIFIER
+30 gp per item +1,500 gp PRICE 850 GP
WEIGHT 55 lbs.
This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal. Cold iron has 30 hit points per inch of thickness and hardness 10.
DARKLEAF CLOTH
PRICE 350 SP
WEIGHT 45 lb.
Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0). An item made from darkleaf cloth weighs half as much as the same item made from leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such, padded armor, leather armor, studded leather armor, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields
or metal armors. Armors fashioned from darkleaf cloth are always masterwork items; the masterwork cost is included in the listed prices. Darkleaf cloth has 20 hit points per inch of thickness and hardness 10. TYPE OF DARKLEAF CLOTH ITEM
Clothing Light armor Medium armor Other items
DARKWOOD
WEAPONS SPECIAL MATERIALS
ITEM PRICE MODIFIER
+500 gp +750 gp +1,500 gp +375 gp/lb. PRICE 850 GP
WEIGHT 55 lbs.
This rare magic wood is as hard as normal wood but very light. 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. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item. Darkwood has 10 hit points per inch of thickness and hardness 5.
DRAGONHIDE
PRICE 850 GP
WEIGHT 55 lbs.
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide to make a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%. Because dragonhide armor isn’t made of metal, druids can wear it without penalty. 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).
49
UlTimaTe eqUipmeNT Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.
EEL HIDE
PRICE 350 SP
WEIGHT 45 lb.
This supple material offers as much protection as leather, but is more flexible and resistant to electricity. Leather, hide, or studded leather armor can be produced with eel hide. The armor check penalty of such armor is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus of the armor is increased by 1. Additionally, wearing eel hide grants the wearer electricity resistance 2. Armor crafted from eel hide is always considered masterwork, and the masterwork costs are included in the listed prices. Eel hide has the same hit points and hardness as leather.
TYPE OF EEL HIDE ITEM
ITEM PRICE MODIFIER
Light armor Medium armor
+1,200 gp +1,800 gp
ELYSIAN BRONZE
PRICE 350 SP
WEIGHT 45 lb.
First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid. Armor made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and monstrous humanoids, providing damage reduction as if it were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types. Elysian bronze has the same hit points and hardness as steel. TYPE OF ELYSIAN BRONZE ITEM
Ammunition Light armor Medium armor Heavy armor Weapon
FIRE-FORGED STEEL
50
wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming. Armor or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Fire-forged steel has the same hit points and hardness as steel. TYPE OF FIRE-FORGED STEEL ITEM
Ammunition Light armor Medium armor Heavy armor Weapon
FROST-FORGED STEEL
PRICE 350 SP
WEIGHT 45 lb.
Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or
+15 gp per item +1,000 gp +2,500 gp +3,000 gp +600 gp PRICE 350 SP
WEIGHT 45 lb.
This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few nonmagical sources of cold that can quickly imbue it with enough cold energy to deal bonus damage. Armor and weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Frost-forged steel has the same hit points and hardness as steel. Frost-forged steel costs the same as fire-forged steel.
ITEM PRICE MODIFIER
+20 gp per item +1,000 gp +2,000 gp +3,000 gp +1,000 gp
ITEM PRICE MODIFIER
GREENWOOD
PRICE 350 SP
WEIGHT 45 lb.
The secret of greenwood lies in its harvesting. Each length is taken, with leaves still attached, from a tree animated by a treant and cut with care to avoid the death of the tree. A dryad then speaks to and shapes the wood, coaxing the living green of the leaves into the grain of the wood itself. The resulting wood remains alive as long as it is doused with at least one gallon of water (plus 1 gallon for every 10 pounds of the item’s weight) once per week and allowed to rest for an hour in contact with fertile soil. Any wooden or mostly wooden item (such as a bow or spear) made from greenwood is
ARMS AND ARMOR ARMOR considered a masterwork item. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from greenwood or do not gain any special benefit from being made of greenwood. When damp and in contact with fertile soil, living greenwood heals damage to itself at a rate of 1 hit point per hour, even repairing breaks and regrowing missing pieces. If the weapon has the broken condition, it is repaired during the first hour of contact with fertile soil. Greenwood items take only one-quarter damage from fire. Greenwood can be altered or enhanced with wood-shaping magic such as ironwood, shape wood, and warp wood. The duration of any such effect on a greenwood item is doubled. To determine the price of a greenwood item, use the original weight but add 50 gp per pound to the price of a masterwork version of that item. Items made from darkwood cannot be made into greenwood. Greenwood has the same hit points and hardness as wood.
GRIFFON MANE
PRICE 350 SP
WEIGHT 45 lb.
This rough-spun cloth, ranging in color from golden-brown to brown-black, is woven from the mane of leonine magical beasts, primarily griffons but also chimeras and manticores, and is exceptionally strong and light. Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has. Griffon mane has twice the number of hit points of normal cloth and hardness 1. TYPE OF GRIFFON MANE ITEM
Light armor Other items
LIVING STEEL
ITEM PRICE MODIFIER
+200 gp +50 gp/lb. PRICE 850 GP
WEIGHT 55 lbs.
Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living steel. This glossy green metal slowly repairs itself. An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel. Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a
creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way. Living steel has 35 hit points per inch of thickness and hardness 15. TYPE OF LIVING STEEL ITEM
Ammunition Light armor Medium armor Heavy armor Weapon Shield Other items
MITHRAL
WEAPONS SPECIAL MATERIALS
ITEM PRICE MODIFIER
+10 gp per item +500 gp +1,000 gp +1,500 gp +500 gp +100 gp +250 gp/lb. PRICE 850 GP
WEIGHT 55 lbs.
Mithral is a rare, silvery metal that is lighter than steel but just as hard. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty on all his attack rolls and ability checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). An item made from mithral weighs half as much as the same item made from other metals. 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). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction. Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. Mithral has 30 hit points per inch of thickness and hardness 15. TYPE OF MITHRAL ITEM
Light armor Medium armor Heavy armor Shield Other items
ITEM PRICE MODIFIER
+1,000 gp +4,000 gp +9,000 gp +1,000 gp +500 gp/lb.
51
UlTimaTe eqUipmeNT VIRIDIUM
PRICE 850 GP
WEIGHT 55 lbs.
This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a tiny amount of viridium contacting the bloodstream can pass on a wasting sickness. Any successful hit with a viridium weapon causes the target to contract leprosy (Fortitude DC 12 negates). On a successful critical hit, a tiny fragment of viridium breaks off within the target, affecting it as though with greenblood oil (Fortitude DC 13 negates). A creature carrying a viridium weapon must save every 24 hours or contract leprosy unless the weapon is kept inside an extradimensional space (such as an efficient quiver) or a scabbard lined with lead. Oozes, plants, and outsiders are immune to the deadly emanations of viridium. Viridium weapons have half the hardness of their base weapon and have the fragile quality. Viridium can be magically strengthened at an additional cost of +1,000 gp for a weapon or +20 gp for ammunition. This removes the fragile quality from the item but does not otherwise affect its abilities. TYPE OF VIRIDIUM ITEM
Ammunition Weapon
WHIPWOOD
ITEM PRICE MODIFIER
+20 gp per item +200 gp PRICE 350 SP
WEIGHT 45 lb.
Vanara woodworkers craft this extremely flexible material in a time-consuming process. Whipwood is actually a composite of several bendable wooden fibers woven and fused together to form a flexible but sturdy unit. Only wooden weapons or weapons with wooden hafts (such as axes and spears) can be made out of whipwood. A creature wielding a whipwood weapon gains a +2 bonus to its CMD when defending against sunder attempts against the weapon. A whipwood weapon’s hit points increase by +5. Whipwood loses its special qualities if under the effect of an ironwood spell. Whipwood weapons cost 500 gp more than normal weapons of their type.
WYROOT
52
PRICE 350 SP
WEIGHT 45 lb.
The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. A wyroot weapon can gain at most 1 life point per day and hold up to 1 life point at a time. More
powerful wyroot weapons can gain up to 3 life points per day and hold up to 3 life points at a time. Any unspent life points dissipate at dusk. A creature can convert life points from only one wyroot weapon per day. Wyroot can be used to construct any melee weapon made entirely of wood or with a wooden haft. Constructing a weapon that can hold 1 life point increases the cost by 1,000 gp, constructing one that can hold up to 2 life points increases the cost by 2,000 gp, and constructing one that can hold up to 3 life points increases the cost by 4,000 gp.
PRIMITIVE MATERIALS The standard Pathfinder Roleplaying Game campaign takes place in a time period similar to the medieval and early Renaissance age of iron and steel. But even in fantasy campaigns set in this era, some cultures lack steel, and some lack metalworking entirely. Sometimes this deficit is due to geographical remoteness, lack of resources, repression by a strong overlord, or societal taboos. Other campaigns might be set before the medieval era, or in a dark future where apocalypse survivors eke out livings with the best tools they can scavenge. Some might even choose a lower level of technology as a point of pride, for religious reasons, as an assertion of superior martial prowess, or even to honor ancestral warriors by using their bones to make weapons, allowing them to symbolically keep fighting for their tribe or family from beyond the grave. Primitive campaigns can be broken into two broad categories based on the level of technology. The first is the Stone Age, where worked metals are all but unknown. The second is the Bronze Age, where metal weapons appear but iron and steel have not been mastered or are rare. The following section presents general rules for armor and weapons made of bone, bronze, gold, obsidian, and stone. Most of these materials aren’t as strong as steel and refer to the fragile quality for weapons and armor (see page 22). Items made from these materials can be magically strengthened at an additional cost of 100 gp per pound. See the individual material descriptions for the effect this has on the material’s properties.
BONE
PRICE 850 GP
WEIGHT 55 lbs.
Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor. The cost of a bone weapon or bone armor is half the price of a normal weapon or armor of its type. Light and one-handed melee weapons, as well as twohanded weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone.
ARMS AND ARMOR ARMOR Bone weapons have half the hardness of their base weapons and have the fragile weapon quality. Masterwork bone weapons also have the fragile quality, but magic bone weapons do not. Bone weapons take a –2 penalty on damage rolls (minimum 1 damage). Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood. Bone armor has hardness 5 and has the fragile armor quality. Masterwork bone armor also has the fragile quality, but magic bone armor does not. The armor/shield bonus of bone armor is reduced by 1, but in the case of studded leather, the armor check penalty is also reduced by 1 (to 0). Magically strengthened bone does not have the fragile quality or reduced armor/shield bonus.
BRONZE
PRICE 850 GP
WEIGHT 55 lbs.
Before the advent of iron and steel, bronze ruled the world. This easily worked metal can be used in place of steel for both weapons and armor. For simplicity’s sake, similar or component metals such as brass, copper, or even tin can use the following rules, even though in reality bronze is both harder and more reliable than those metals. Light and one-handed weapons can be crafted from bronze. Likewise, spear points, arrowheads, and axe heads can be crafted from bronze, even those that are parts of twohanded weapons. Bronze is too weak to be used for twohanded weapons made entirely out of metal, and cannot typically be used to craft polearms, with the exception of the rhomphaia (see page 35). Bronze weapons have the hardness of their base weapons but also have the fragile quality. Bronze weapons deal the same damage as steel weapons of the same type, and have the same cost and weight. Bronze can be used to create any medium or light armor that is made entirely of metal or that has metal components. Bronze armor protects a creature as well as steel armor does, but it has the fragile quality. Bronze armor has the same cost and weight as normal steel armor of its type. Bronze armor has hardness 9. Magically strengthened bronze does not have the fragile quality and can be made into heavy armor.
GOLD
PRICE 850 GP
WEIGHT 55 lbs. Typically only used for ceremonial weapons and armor and for display, metal equipment made from gold is fragile, heavy, and expensive. Often golden armor is gold-plated rather than constructed entirely from
gold. Gold-plated items triple the base price of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal price for items of their type. Gold items weigh 50% more than typical weapons or armor of their type. Gold is often too soft to hold a decent edge, but light weapons that deal piercing or slashing damage can be constructed of gold or some nearly gold alloy. They take a –2 penalty on damage rolls (minimum 1 damage). Gold weapons have half the hardness of their base weapons and also have the fragile quality. Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/ shield bonus by 2, and increase the armor check penalty by 2. Gold armor has hardness 5 and the fragile quality. Magically strengthened gold is the equivalent of steel and can be made into any armor or weapon that can be made of steel.
OBSIDIAN
WEAPONS SPECIAL MATERIALS
PRICE 850 GP
WEIGHT 55 lbs. This black volcanic glass is extremely sharp, and can be shaped into a variety of weapons that deal piercing and slashing damage. Bits of obsidian inserted into a length of tempered wood create effective swords called terbutjes
(see page 38). Obsidian weapons cost half as much as base items of their type, and weigh 75% of what base items of their type do. Obsidian can be used to craft light and one-handed weapons that deal piercing or slashing damage, as well as spear tips and arrowheads. Obsidian weapons have half the hardness of their base weapons and have the fragile quality. The fragile glass nature of obsidian is perfect for creating sharp points and blades, but those same qualities make it unsuitable for creating armor. Armor cannot be constructed from obsidian. Magically strengthened obsidian does not have the fragile quality, and can be made into any armor or weapon that can be made of stone.
STONE
PRICE 350 SP
WEIGHT 45 lb.
Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone weapons cost a quarter as much as base items of their type, and weigh 75% of what base items of their type do. Light and one-handed bludgeoning weapons, spears, axes, daggers, and arrowheads can all be made of stone. Weapons made of stone have half the hardness of their base weapons, and have the fragile condition. With a few exceptions (such as stoneplate, see page 14), armor cannot usually be constructed from stone. Magically strengthened stone does not have the fragile quality.
53
2 Gear
T
he zombie tide pressed forward, maggoty limbs raised high. One lurched up the side of the tumbled stones, and Damiel kicked it in the jaw, sending it tumbling away in a spray of rotted teeth. “Do something, elf!” Valeros skewered another of the creatures with his sword, then tugged it close and removed its head with his dagger. “I’m not taking a half-share to do all the work!” Damiel finished mixing his concoction and threw. The beaker arced out into the horde and shattered. Spears of frost leapt in every direction, freezing the foremost zombies into ice-covered statues. Damiel laughed grimly. “Who’s pulling his weight now, Valeros?” He paused. “Valeros?” Beside him, the warrior stood perfectly still, his skin pale and cold...
UlTimaTe eqUipmeNT
Adventuring Gear
ITEM
The items found on Table 2–1: Adventuring Gear are described below, along with any special benefits they confer on the user (“you”). Kits: This section includes several kits of preselected gear for each character class or for specific adventuring purposes (dungeoneering, spelunking, and so on). GMs can use these kits to quickly round out an NPC’s gear. Players can use them to equip new PCs in a hurry or as a shorthand for providing gear for cohorts, followers, minions, and hirelings. The listed price includes a small discount for purchasing these items as a group. Items in a kit that are used up, destroyed, or lost cost the full price to replace.
Table 2–1: Adventuring Gear
56
ITEM
PRICE
WEIGHT
Air bladder Alchemist’s kit Animal glue Area map Astrolabe Backpack, common Backpack, masterwork Bandolier Banner Barbarian’s kit Barbed vest Bard’s kit Barrel Basket Bedroll Bell Bell net Belt pouch Blanket Block and tackle Blue book Book of letters Bottle Breakaway chains Bucket Bullseye lantern Buoy, common Buoy, superior Butterfly net Caltrops Camouflage netting Campsite kit Candle Candle lamp Candlestick Canteen Canvas (sq. yd.) Cauldron Cauldron, mithral
1 sp 40 gp 5 sp 50 gp 1,000 gp 2 gp 50 gp 5 sp 1–20 gp 9 gp 10 gp 41 gp 2 gp 4 sp 1 sp 1 gp 2 gp 1 gp 5 sp 5 gp 5 gp 50 gp 2 gp 65 gp 5 sp 12 gp 5 sp 10 gp 5 gp 1 gp 20 gp 12 gp 1 cp 5 gp 1 cp 2 gp 1 sp 1 gp 2,501 gp
1/2 lb. 24 lbs.2 1/2 lb. 2 lbs. 6 lbs. 2 lbs.1 4 lbs.1 — 2 lbs. 26 lbs.2 4 lbs. 33-1/2 lbs.2 30 lbs. 1 lb. 5 lbs.1 — 2 lbs. 1/2 lb.1 3 lbs.1 5 lbs. 1 lb. 3 lbs. 1 lb. 2 lbs. 2 lbs. 3 lbs. 16 lbs. 30 lbs. 2 lbs.1 2 lbs. 5 lbs. 80 lbs. — 1 lb. 1/2 lb. 1 lb. 1 lb. 5 lbs. 2-1/2 lbs.
PRICE
Cavalier’s kit 23 gp Chain (10 ft.) 30 gp Chalk 1 cp Chalkboard 1 gp Chest, small 2 gp Chest, medium 5 gp Chest, large 10 gp Chest, huge 25 gp Chirurgeon’s kit 400 gp Chronicler’s kit 40 gp Clay 1 sp Cleric’s kit 16 gp Coffee pot 3 gp Coffin, common 10 gp Coffin, ornate 100 gp Collapsible bathtub 15 gp Collapsible plank 4 sp Compass 10 gp Cooking kit 3 gp Copy of a key 1 gp Cot 1 gp Crowbar 2 gp Cypher books 150 gp Dragonslayer’s kit 485 gp Drill 5 sp Druid’s kit 14 gp Dungeoneering kit, common 15 gp Dungeoneering kit, deluxe 130 gp Ear trumpet 5 gp Earplugs 3 cp Entertainer’s kit 5 sp Everburning torch 110 gp Fake footprint shoes 5 gp False manacles 65 gp False-bottomed chest 52 gp False-bottomed cup 1 gp False-bottomed scabbard 45 gp Familiar satchel 25 gp Fighter’s kit 9 gp Filter hood 10 gp Firewood (per day) 1 cp Fishhook 1 sp Fishing kit 5 sp Fishing net 4 gp Flask 3 cp Flint and steel 1 gp Folding chair 2 gp Folding ladder 2 gp Folding pole 2 sp Folding table 10 gp Gambler’s kit, common 75 gp Gambler’s kit, cheating 300 gp Gear maintenance kit 5 gp Glass cutter 5 gp Glue paper 1 sp Grappling arrow 1 gp
WEIGHT
112 lbs.2 2 lbs. — 2 lbs. 25 lbs. 50 lbs. 100 lbs. 250 lbs. 4 lbs. 4-1/2 lbs. 1 lb. 32 lbs.2 4 lbs. 30 lbs.1 50 lbs.1 20 lbs.1 10 lbs. 1/2 lb. 16 lbs. — 30 lbs.1 5 lbs. 2 lbs. 64 lbs. 1 lb. 44 lbs.2 25 lbs. 15 lbs. 2 lbs. — 3 lbs. 1 lb. 2 lbs. 2 lbs. 25 lbs. — 1 lb. 6 lbs. 29 lbs.2 4 lbs.1 20 lbs. — 3 lbs. 5 lbs. 1-1/2 lbs. — 10 lbs.1 16 lbs. 10 lbs. 20 lbs. 5 lbs. 5 lbs. 2 lbs. — — 1/2 lb.
GEAR ADVENTURING GEAR ITEM
PRICE
WEIGHT
ITEM
PRICE
WEIGHT
Grappling hook, common Grappling hook, mithral Grooming kit Gunslinger’s kit Gunsmith’s kit Hammer Hammock Harrow deck Helmet candle Heritage book Hip flask Hollowed pommel Holy symbol, wooden Holy symbol, iron Holy symbol, silver Holy symbol, gold Holy symbol, platinum Holy symbol, compartment Holy symbol, flask Holy symbol, tattoo Holy text Hooded lantern Hourglass (6 seconds) Hourglass (1 minute) Hourglass (1 hour) Ink Inkpen Inquisitor’s kit Iron spike Iron vial Journal Jug Ladder Lamp Lock, simple Lock, average Lock, good Lock, superior Magnet Magnifying glass Magus’s kit Manacles, common Manacles, masterwork Manacles, mithral Marbles Mess kit Miner’s pick Mirror Mock armor Monk’s kit Mug/tankard Oil Oracle’s kit Paladin’s kit
1 gp 2,001 gp 1 gp 26 gp 15 gp 5 sp 1 sp 100 gp 2 gp 50 gp 1 gp 5 gp 1 gp 5 gp 25 gp 100 gp 500 gp +5 gp
4 lbs. 2 lbs. 2 lbs.1 31 lbs.2 2 lbs. 2 lbs. 3 lbs.1 — 4 lbs 2 lbs. 1/2 lb.1 — — 1 lb. 1 lb. 1 lb. 1 lb. —
+10 gp 100 gp 1–100 gp 7 gp 10 gp 20 gp 25 gp 8 gp 1 sp 30 gp 5 cp 1 sp 10 gp 3 cp 2 sp 1 sp 20 gp 40 gp 80 gp 150 gp 5 sp 100 gp 22 gp 15 gp 50 gp 2,015 gp 1 sp 2 sp 3 gp 10 gp 90 gp 8 gp 2 cp 1 sp 9 gp 11 gp
— — 1–20 lbs. 2 lbs. — 1/2 lb. 1 lb. — — 34 lbs.2 1 lb. 1 lb. 1 lb. 9 lbs. 20 lbs. 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. 1/2 lb. — 31 lbs.2 2 lbs. 2 lbs. 2 lbs. 2 lbs. 1 lb. 10 lbs. 1/2 lb. 10 lbs.1 22 lbs.2 1 lb. 1 lb. 29 lbs.2 30 lbs.2
Paper (sheet) Parchment (sheet) Pathfinder’s kit Perfume/cologne Periscope Pitcher Piton Poison pill ring Poisoning sheath Pole Portable bridge Portable ram Pot, common Pot, mithral Powder Powder horn Prosthetic (arm) Prosthetic (foot) Prosthetic (hand) Prosthetic (leg) Pyrography kit Ranger’s kit Rice paper (sheet) Riding kit, common Riding kit, exotic mount Rogue’s kit Rope (50 ft.) Sack Saw Sawback sword Scrivener’s kit Scroll box Scroll case Sealing wax Sentry mannequin Sewing needle Sextant Shaving kit Shield sconce Shovel, common Shovel, folding Signal horn Signal whistle Signet ring Silent whistle Silk rope (50 ft.) Skeleton key Skillet, common Skillet, mithral Sledge Smoked goggles Snorkel, common Snorkel, masterwork Soap Sorcerer’s kit Spelunking kit
4 sp 2 sp 12 gp 5 gp 20 gp 2 cp 1 sp +20 gp 50 gp 5 cp 200 gp 10 gp 8 sp 2,001 gp 1 cp 3 gp 10 gp 1 gp 1 gp 20 gp 1 gp 9 gp 5 cp 16 gp 36 gp 50 gp 1 gp 1 sp 4 cp +5 gp 2 gp 5 gp 1 gp 1 gp 30 gp 5 sp 500 gp 15 sp 1 gp 2 gp 10 gp 1 gp 8 sp 5 gp 9 sp 10 gp 85 gp 8 sp 2,001 gp 1 gp 10 gp 5 sp 5 gp 1 cp 8 gp 174 gp
— — 22 lbs. — 4 lbs. 5 lbs. 1/2 lb. — 1 lb.1 8 lbs. 60 lbs. 20 lbs. 4 lbs. 2 lbs. 1/2 lb. 1 lb. 3 lbs.1 2 lbs.1 1 lb.1 6 lbs.1 2 lbs. 28 lbs.2 — 54 lbs. 59 lbs. 37 lbs.2 10 lbs. 1/2 lb.1 2 lbs. — 1 lb. 1 lb. 1/2 lb. 1 lb. 35 lbs.1 — 2 lbs. 1/2 lb. 1/2 lb. 8 lbs. 12 lbs. 2 lbs.1 — — — 5 lbs. — 4 lbs. 2 lbs. 10 lbs. — — — 1/2 lb. 19 lbs.2 32 lbs.
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
57
UlTimaTe eqUipmeNT ITEM
PRICE
WEIGHT
Spider’s silk rope (50 ft.) Spyglass Stationery Stilts, common Stilts, masterwork Stove can String or twine (50 ft.) Summoner’s kit Survival kit, common Survival kit, masterwork Swarmsuit Tattoo Teapot Tent, small Tent, medium Tent, large Tent, pavilion Thurible Torch Traveler’s dictionary Troll slayer’s kit Undead slayer’s kit Vial Waffle iron, common Waffle iron, mithral Water clock Waterproof bag Waterproof lantern Waterskin Wax key blank Weapon cord Whetstone Wire Wire saw, common Wire saw, adamantine Witch’s kit Wizard’s kit Wrist sheath
100 gp 1,000 gp 1 gp 2 sp 5 gp 10 gp 1 cp 8 gp 5 gp 50 gp 20 gp 1 cp–20 gp 1 sp 10 gp 15 gp 30 gp 100 gp 50 gp 1 cp 50 gp 30 gp 402 gp 1 gp 1 gp 2,501 gp 1,000 gp 5 sp +5 gp 1 gp 15 gp 1 sp 2 cp 5 gp 30 gp 150 gp 21 gp 21 gp 1 gp
4 lbs. 1 lb. — 10 lbs.1 10 lbs.1 1 lb. 1/2 lb. 19 lbs.2 4 lbs. 5 lbs. 10 lbs.1 — 1 lb. 20 lbs.1 30 lbs.1 40 lbs.1 50 lbs.1 3 lbs. 1 lb. 2 lbs. 17 lbs. 7 lbs. — 5 lbs. 2-1/2 lbs. 200 lbs. 1/2 lb. — 4 lbs.1 1/2 lb. — 1 lb. 1/2 lb. — — 21 lbs.2 21 lbs.2 1 lb.1
These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount. 2 These items weigh approximately three-quarters this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
1
AIR BLADDER
PRICE 1 SP WEIGHT 1/2 lb.
Used by swimmers for longer dives, this bladder is similar to a waterskin, but is relatively airtight. If inflated, it holds enough air to sustain a Medium creature for 1 round or a Small creature for 2 rounds.
ALCHEMIST’S KIT
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PRICE 40 GP WEIGHT 24 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
PRICE 5 SP WEIGHT 1/2 lb.
ANIMAL GLUE
This simple glue is created by boiling animal skin, bones, hooves, horn, and tendons until they turn into an ochre syrup that cools when it hardens. Before you use animal glue, you must heat it until it liquefies. You normally apply it with a brush and hold the pieces together for a minute, at which point it is cooled and hardened. The glue is sufficient to coat 1 square foot of surface, or (because of waste and spills) up to 40 smaller applications of approximately 2 square inches each. Pulling apart a large glued surface (at least 1 square foot) requires a DC 15 Strength check. Pulling apart a small glued surface (anything less than 1 square foot) requires a DC 10 Strength check. Animal glue slowly dissolves in water, reducing the Strength DC needed to break it by 1 per 10 minutes. It softens if heated, even with steam, reducing the Strength DC needed to break it by 1 per minute.
PRICE 50 GP WEIGHT 2 lbs.
AREA MAP
A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
PRICE 1,000 GP WEIGHT 6 lbs.
ASTROLABE
This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.
BACKPACK Common Masterwork
WEIGHT 2 lbs. WEIGHT 4 lbs.
PRICE 2 GP PRICE 50 GP
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
GEAR ADVENTURING GEAR Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
BANDOLIER
PRICE 5 SP WEIGHT —
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
BANNER
PRICE 1–20 GP WEIGHT 2 lbs.
This is a banner, flag, or pennant. You tie it to a pole, lance, or polearm. Most are woven, dyed, or painted with a pattern or symbol, such as a knight’s crest or a country’s flag. A simple banner with one field color and a simple insignia such as a weapon or shield costs 1 gp. A banner with two to four field colors and a complex insignia such as a lion or dragon costs 5 gp. A detailed banner with four or more field colors and a very complex insignia, such as a heraldic device with eight or more sections, costs 20 gp.
BARBARIAN’S KIT
PRICE 9 GP WEIGHT 26 lbs.
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
BARBED VEST
PRICE 10 GP WEIGHT 4 lbs.
Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you, it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage that it no longer serves as a threat). The vest can only be worn over light armor or no armor.
BARD’S KIT
PRICE 41 GP WEIGHT 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron
pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
BARREL
PRICE 2 GP WEIGHT 30 lbs.
This is a sturdy wooden barrel with a tight-fitting lid, banded with metal.
PRICE 4 SP WEIGHT 1 lb.
BASKET
This large basket has a lid and holds about 2 cubic feet.
PRICE 1 SP WEIGHT 5 lbs.
BEDROLL
This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 1 GP WEIGHT —
BELL This handbell can produce only one loud note.
BELL NET
PRICE 2 GP WEIGHT 2 lbs.
Copper bells hang at each the corners of this 5-foot-by-5foot wire net. A bell net is designed to blanket gear while you sleep, hunt, cook, or otherwise can’t give it your full attention, rasing an alarm if your possessions are disturbed. Creatures attempting to access gear protected by a bell net must succeed at a DC 25 Sleight of Hand check to avoid chiming the bells. Hearing the chiming bells of a bell net requires a DC 0 Perception check. Because the many bells chime when you move, traveling with a bell net gives you a –2 penalty on Stealth checks.
BELT POUCH
PRICE 1 GP WEIGHT 1/2 lb. A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.
BLANKET
PRICE 5 SP WEIGHT 3 lbs.
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.
59
UlTimaTe eqUipmeNT BLOCK AND TACKLE
PRICE 5 GP WEIGHT 5 lbs.
Whether it is used to hoist treasure from a pit or move supplies, a simple block-andtackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.
BLUE BOOK
PRICE 5 GP WEIGHT 1 lb.
This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM’s discretion, you can use it in settlements near that city for a +1 bonus.
BOOK OF LETTERS
PRICE 50 GP WEIGHT 3 lbs.
This portfolio contains examples of official letters along with proper forms of address, etiquette, and turns of phrase. Used by bureaucrats, diplomats, and clerks, it’s also useful for counterfeiting official correspondence. It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. A book of letters is only accurate for a particular region, such as a country or even a town, and only provides its bonus relating to that region.
BOTTLE
PRICE 2 GP WEIGHT 1 lb.
This glass bottle holds about a pint and includes a cork.
BREAKAWAY CHAINS
PRICE 65 GP WEIGHT 2 lbs.
These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.
BUCKET
PRICE 5 SP WEIGHT 2 lbs.
A typical bucket has a rope handle and can hold 1–2 gallons of liquid.
BULLSEYE LANTERN
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PRICE 12 GP WEIGHT 3 lbs.
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). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.
BUOY Common Superior
WEIGHT 16 lbs. WEIGHT 30 lbs.
PRICE 5 GP PRICE 10 GP
A buoy is used to mark a specific spot in a lake, river, or similar body of water, making it possible for you to return to that location at a later date. A common buoy includes a float (typically an air-filled bladder or sealed gourd), a 200-foot length of twine, and a 15-pound stone used as an anchor. The float is usually painted a vivid color, and may have a small flag to attract attention. Though anchor buoys prove quite resilient to normal weather and tides, they offer little challenge to intelligent creatures determined to sabotage them. A superior buoy has a spherical or ovoid hollow metal float (typically copper), a length of chain rather than twine, and a metal anchor rather than a weight.
BUTTERFLY NET
PRICE 5 GP WEIGHT 2 lbs.
One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects from material capable of passing through the net, such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don’t need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon.
CALTROPS
PRICE 1 GP WEIGHT 2 lbs.
A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. 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. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not work against unusual opponents.
GEAR
CAMOUFLAGE NETTING
PRICE 20 GP WEIGHT 5 lbs.
This loose mesh of twine and varicolored cloth is used to disguise the presence of creatures or large objects. Camouflage netting must be manufactured to provide camouflage in a single type of terrain, such as snow, sand, forest, grass, swamp, urban, or water. When you hide under the netting in the appropriate terrain, you gain a +4 circumstance bonus on Stealth checks as long as you remain immobile and prone. Covering up with camouflage netting is a full-round action requiring a DC 10 Survival check (failure means you do not cover yourself correctly with the netting and do not gain its bonus on Stealth checks). You have the entangled condition when using the netting, except your Dexterity penalty does not affect your initiative or Stealth checks. Taking off camouflage netting is a move action, or a swift action if combined with a move action to stand up from a prone position. You may spend 1 minute covering an object with camouflage netting. Make a Survival check with a –10 penalty and use the total as the Stealth check result for the object. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain. For example, you can conceal a wagon as a rock or patch of brush. Covering a Large object requires two nets. Covering a Huge or Gargantuan object requires five nets and takes 10 minutes of work, and the Survival check penalty is –20 instead of –10. Camouflaging a Colossal object depends on its shape but generally requires at least 10 camouflage nets and takes 1 hour of work, and the Survival check penalty is –30 instead of –10. A creature with the scent ability ignores the effect of camouflage netting and makes checks against your actual Stealth roll when in scent range. Any creature within 10 feet of a Large or larger object hidden by camouflage netting automatically recognizes it as an object covered in camouflage.
CAMPSITE KIT
PRICE 12 GP WEIGHT 80 lbs.
This kit is actually four bundles of gear, designed so four individuals can share the load. It consists of four bedrolls, four blankets, a day’s worth of firewood, a flint and steel, a tindertwig, four mess kits, a cooking kit, and 8 days of trail rations (with the expectation that adventurers will supplement the rations with a little hunting as they travel). Adventurers expecting inclement weather should also purchase one or more tents.
CANDLE
PRICE 1 CP WEIGHT — 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). A candle cannot increase the light level above normal light. A candle burns for 1 hour.
CANDLE LAMP
PRICE 5 GP WEIGHT 1 lb.
ADVENTURING GEAR TOOLS AND SKILL KITS
A candle lamp is a small lanternlike device with glass panels ANIMALS AND and a slot to hold a candle. It protects the candle from drafts TRANSPORTS and catches wax drippings. It provides the same light as a CLOTHING candle, but can be shuttered such that it only illuminates 1 to 3 adjacent squares. You can use a candle lamp to keep your ENTERTAINMENT hands warm. AND TRADE GOODS
CANDLESTICK
PRICE 1 CP WEIGHT 1/2 lb.
This saucerlike object has a flat bottom, a handle, and a spike on top. You can affix a candle onto the spike (up to 3 inches in diameter) and hold the candlestick by the handle. The flat bottom means you’re able to set it down and not worry about the candle falling over and extinguishing itself. A typical candlestick is crafted from baked clay or a cheap metal such as copper, but elaborate and expensive ones exist.
PRICE 2 GP WEIGHT 1 lb.
CANTEEN
FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
CANVAS (SQ. YD.)
PRICE 1 SP WEIGHT 1 lb.
This square yard of heavy cloth is suitable for painting, for covering items in a rainstorm, for creating a sail, or as an improvised bag. It is not waterproof but can be treated with oil, wax, or resin to make it water-resistant.
CAULDRON WEIGHT 5 lbs. PRICE 1 GP WEIGHT 2-1/2 lbs. PRICE 2,501 GP
Common Mithral
This larger version of an iron pot holds approximately 1 gallon—enough to fill the bellies of four hungry humans for one meal. It can also be used for potion-making and similar activities. A mithral cauldron is lighter, and food rarely sticks to it.
CAVALIER’S KIT
PRICE 23 GP WEIGHT 112 lbs.
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
CHAIN (10 FT.)
PRICE 30 GP WEIGHT 2 lbs.
This chain is made of interlocking metal links roughly an inch long, and thick enough to bear large amounts of weight. It has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
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UlTimaTe eqUipmeNT PRICE 1 CP WEIGHT —
CHALK
This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.
PRICE 1 GP WEIGHT 2 lbs.
CHALKBOARD
A wooden frame approximately the same size as a large book surrounds this thinly sliced piece of polished black stone. Rubbing a damp cloth over the slate erases anything scribed with chalk on its surface.
WEIGHT 25 lbs. WEIGHT 50 lbs. WEIGHT 100 lbs. WEIGHT 250 lbs.
PRICE 2 GP PRICE 5 GP PRICE 10 GP PRICE 25 GP
The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.
CHIRURGEON’S KIT
PRICE 400 GP WEIGHT 4 lbs.
This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a belt pouch, a healer’s kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist’s kindness, antiplague, antitoxin, bloodblock, and soothe syrup.
CHRONICLER’S KIT
PRICE 40 GP WEIGHT 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.
CLAY
PRICE 1 SP WEIGHT 1 lb.
This pound of clay is sold in a watertight container to keep it soft, can be hardened by sunlight, baking, or any heat source.
CLERIC’S KIT
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PRICE 3 GP WEIGHT 4 lbs.
COFFEE POT
This tall, teapotlike device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water.
COFFIN
CHEST Small Medium Large Huge
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
PRICE 16 GP WEIGHT 32 lbs.
Common Ornate
WEIGHT 30 lbs. WEIGHT 50 lbs.
PRICE 10 GP PRICE 100 GP
A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.
COLLAPSIBLE BATHTUB
PRICE 15 GP WEIGHT 20 lbs.
After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water.
COLLAPSIBLE PLANK
PRICE 4 SP WEIGHT 10 lbs.
Hinged in two places, collapsible planks can hold 250 pounds before breaking. The 10-foot-long plank folds down into a 3-foot-by-1-foot-by-6-inch bundle. Folding or unfolding it is a standard action.
COMPASS
PRICE 10 GP WEIGHT 1/2 lb.
An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
COOKING KIT
PRICE 3 GP WEIGHT 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for
GEAR the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
COPY OF A KEY
COT
PRICE 1 GP WEIGHT 30 lbs.
This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-footby-9-inch cylindrical bag.
CROWBAR
PRICE 2 GP WEIGHT 5 lbs.
This versatile tool is designed to help pry open whatever the user desires. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
CYPHER BOOKS
PRICE 150 GP WEIGHT 2 lbs.
These books, always sold in identical pairs, contain numbered grids on each page which simply and easily catalog random lists of words. This allows a user to write messages which substitute letters and numbers that reference the page, row, and column of a particular word found within the cypher book. A creature without access to the appropriate cypher book takes a –10 penalty on Linguistic checks made to decipher each page of a coded message. Writing a message using the cipher takes 10 times as long as writing an uncoded message, and decoding it with the cipher book takes as much time as writing the original coded message.
DRAGONSLAYER’S KIT
PRICE 485 GP WEIGHT 64 lbs.
Aimed more at hired blades than seasoned adventurers, this kit provides supplemental equipment for outfitting hirelings to hunt dragons. It includes a potion of cure moderate wounds, oil of bless weapon (1 application), a longspear, a backpack, three large sacks, a sunrod, a tower shield, and 5 vials of alchemist’s fire. For hunting dragons that are immune to fire, the alchemist’s fire can be replaced with acid at the time of purchase, for a savings of 50 gp.
TOOLS AND SKILL KITS
A drill can create a 1-inch-diameter hole ANIMALS AND in stone, wood, or metal as a standard TRANSPORTS action. Harder materials wear down or CLOTHING break the drill more quickly. Hearing the sound of drilling requires a DC 15 ENTERTAINMENT Perception check. AND TRADE GOODS
PRICE 1 GP WEIGHT —
An artisan can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and 1 day).
PRICE 5 SP WEIGHT 1 lb.
DRILL
ADVENTURING GEAR
PRICE 14 GP WEIGHT 44 lbs.
DRUID’S KIT
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
DUNGEONEERING KIT Common Deluxe
WEIGHT 25 lbs. WEIGHT 15 lbs.
PRICE 15 GP PRICE 130 GP
FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
EAR TRUMPET
PRICE 5 GP WEIGHT 2 lbs.
By holding this specially crafted ear trumpet to your ear and placing the other end against a door or wall, you reduce the DC penalty for listening through a door or wall by 5.
EARPLUGS
PRICE 3 CP WEIGHT —
Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.
ENTERTAINER’S KIT
PRICE 5 SP WEIGHT 3 lbs.
This kit includes juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.
EVERBURNING TORCH
PRICE 110 GP WEIGHT 1 lb.
This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
FAKE FOOTPRINT SHOES
PRICE 5 GP WEIGHT 2 lbs.
63
UlTimaTe eqUipmeNT These oversized shoes are worn over normal footwear. They create footprints or bootprints that look like those left by another creature. Each pair creates a specific type of footprint, such as tiger, orc, goblin, or ogre. When walking with these shoes, you may make a Survival check; the check result is the Survival DC for anyone trying to determine whether the tracks are what they appear to be.
FALSE MANACLES
PRICE 65 GP WEIGHT 2 lbs.
These manacles are nearly indistinguishable from standard manacles upon inspection (Perception DC 25). A wearer who knows the location of the secret catch can open them as a standard action; otherwise they act like masterwork manacles. Some appear to be of common quality, though false manacles are always masterwork.
FALSE-BOTTOMED CHEST
PRICE 52 GP WEIGHT 25 lbs.
These chests are typically used by smugglers transporting contraband or those with treasures they would prefer to keep hidden. The secret compartment in this chest is approximately 1 inch deep. Different styles open from the inside, from the underside, or through the back. Detecting the compartment requires a DC 20 Perception check.
FALSE-BOTTOMED CUP
PRICE 45 GP WEIGHT 1 lb.
The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword’s length to that of the scabbard.
FAMILIAR SATCHEL
This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your head slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.
FIREWOOD (PER DAY)
PRICE 1 SP WEIGHT —
FISHHOOK
This metal hook is little more than a stiff, bent needle.
PRICE 5 SP WEIGHT 3 lbs.
FISHING KIT
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
PRICE 4 GP WEIGHT 5 lbs.
FISHING NET
This net measures 5 feet by 5 feet, and can be used to cover a pit or to block Tiny or larger creatures from entering an area.
PRICE 3 CP WEIGHT 1-1/2 lbs.
FLASK
This glass bottle holds 1 pint. It is relatively fragile and breaks if thrown at a creature or hard surface. Flasks may be simple blown glass, or they may be elaborate affairs embossed with family crests and other artwork.
FLINT AND STEEL
PRICE 25 GP WEIGHT 6 lbs.
FIGHTER’S KIT
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This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
PRICE 1 GP WEIGHT — Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
PRICE 9 GP WEIGHT 29 lbs.
PRICE 1 CP WEIGHT 20 lbs.
This bundle of dry wood includes twigs and logs.
PRICE 1 GP WEIGHT —
The tiny compartment in the thick bottom of this cup is an excellent place to store a small item or substance. The most insidious are designed with a weighted catch that opens when the cup is tilted back, releasing the hidden substance into the contents of the cup. Spotting the secret compartment in an empty cup requires a DC 15 Perception check.
FALSE-BOTTOMED SCABBARD
PRICE 10 GP WEIGHT 4 lbs.
FILTER HOOD
FOLDING CHAIR
PRICE 2 GP WEIGHT 10 lbs.
This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.
GEAR PRICE 2 GP WEIGHT 16 lbs.
FOLDING LADDER
The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.
PRICE 2 SP WEIGHT 10 lbs.
FOLDING POLE
This hinged pole can be unfolded and locked in place with sliding pins, creating a 10-foot pole. When collapsed, it is only 3 feet long. Assembling or collapsing the pole is a full-round action. The hinges and pins mean it is not as strong as a one-piece pole, and is best used for probing rather than vaulting or climbing.
PRICE 10 GP WEIGHT 20 lbs.
FOLDING TABLE
This wooden table has jointed legs and a hinge down the middle. When fully extended, it is a 2-foot-by-4-foot table, but collapses down to 2 feet by 2 feet by 2 inches. Setting up the table is a full-round action; collapsing it is 2 full-round actions.
ADVENTURING GEAR This 1-foot-square piece of paper is coated on one side with a weak glue or sticky material such as tree sap or even honey. It is stored folded in half. If you apply glue paper to a window before you break it, the broken pieces stick to the glue rather than noisily falling to the ground. Glue paper is good for a single use.
GRAPPLING ARROW
This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows.
WEIGHT 5 lbs. WEIGHT 5 lbs.
PRICE 75 GP PRICE 300 GP
Particularly useful for travelers moving through areas too small or remote to support a full-time place for gambling, this small, tightly packed suitcase holds decks of cards, a betting wheel, numbered cloths, colored wooden chips, and a wide variety of other sorts of specialized equipment necessary for many different games of chance. A cheating gambler’s kit is very similar, except its cards are marked and its games are rigged, giving a knowledgeable user a +4 circumstance bonus on Profession (gambler) checks when using these materials. A DC 25 Perception or DC 20 Profession (gambler) check exposes the ruse.
GEAR MAINTENANCE KIT
PRICE 5 GP WEIGHT 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
GLASS CUTTER
PRICE 5 GP WEIGHT —
This small metal rod has a tiny sharp wheel on one end and a bulb on the other. You score the glass with the wheel and tap it with the bulb to break it. If you succeed at a DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). Most thieves use glue paper with a glass cutter to reduce noise and capture glass fragments.
GLUE PAPER
PRICE 1 SP WEIGHT —
WEIGHT 4 lbs. WEIGHT 2 lbs.
Common Mithral
PRICE 1 GP PRICE 2,001 GP
Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.
GROOMING KIT
ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES
GRAPPLING HOOK
GAMBLER’S KIT Common Cheating
PRICE 1 GP WEIGHT 1/2 lb.
TOOLS AND SKILL KITS
ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 1 GP WEIGHT 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
GUNSLINGER’S KIT
PRICE 26 GP WEIGHT 31 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.
GUNSMITH’S KIT
PRICE 15 GP WEIGHT 2 lbs.
This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.
HAMMER
PRICE 5 SP WEIGHT 2 lbs.
If a hammer is used in combat, treat it as a onehanded improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.
HAMMOCK
PRICE 1 SP WEIGHT 3 lbs.
This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock
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UlTimaTe eqUipmeNT is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.
PRICE 100 GP WEIGHT —
HARROW DECK
This is a traditional fortunetelling deck of cards used by soothsayers and seers. Some harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
PRICE 2 GP WEIGHT 4 lbs.
HELMET CANDLE
This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks.
PRICE 50 GP WEIGHT 2 lbs.
HERITAGE BOOK
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +2 circumstance bonus on Knowledge (nobility) checks.
PRICE 1 GP WEIGHT 1/2 lb.
HIP FLASK
This metal canteen has a flattened, curved shape so you can easily conceal it in a pocket or against your body. A typical hip flask holds 8 ounces, and like a regular flask may be little more than a plain canteen or a decorative work of art.
HOLLOWED POMMEL
PRICE 5 GP WEIGHT —
Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel requires a DC 15 Perception check.
HOLY SYMBOL Wooden Iron Silver Gold Platinum
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WEIGHT — WEIGHT 1 lb. WEIGHT 1 lb. WEIGHT 1 lb. WEIGHT 1 lb.
PRICE 1 GP PRICE 5 GP PRICE 25 GP PRICE 100 GP PRICE 500 GP
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). Each religion has
its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material. Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).
HOLY SYMBOL, COMPARTMENT
PRICE +5 GP WEIGHT —
Designed and approved by a member of the appropriate religion, this modification to a holy symbol creates a secret compartment large enough to hold a potion vial. Detecting the compartment requires a DC 20 Perception check.
HOLY SYMBOL, FLASK
PRICE +10 GP WEIGHT —
This version of a standard holy symbol is oversized and has a watertight compartment that can hold 1 pint (the same volume as a flask of holy water). Adventurers normally use the compartment to hold holy water or alcohol. A holy symbol flask is not meant for you to throw at enemies and is not fragile like a flask or vial. Like using holy water on an incorporeal opponent, you unstopper the flask and pour the contents onto an adjacent target. Detecting the compartment requires a successful DC 10 Perception check.
HOLY SYMBOL, TATTOO
PRICE 100 GP WEIGHT —
In some religions, you are allowed to tattoo or brand your deity’s holy symbol onto your skin (typically the palm, back of the hand, or forearm) in a special ceremony. Thereafter, it functions like an actual holy symbol of your faith, and you may use it as a divine focus for spellcasting, channeling energy, and so on. The tattoo must be fully visible to use it in this way (it cannot be covered with a glove, gauntlet, or any other material). The listed price includes the cost of a simple brand or non-fading black tattoo; add appropriate tattoo costs if you want something more elaborate. Specifically damaging or erasing the tattoo or brand negates its use as an actual holy symbol.
HOLY TEXT
PRICE 1–100 GP WEIGHT 1–20 lbs.
This is the religious text of a particular religion, with a title, text, and detailed rites specific to that faith. The cheap variety is a small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather. A typical holy text for an experienced adventuring priest is durable, with a leather cover, chapter illustrations, quality paper; it costs 25 gp and weighs 2 pounds. The most expensive versions have detailed illustrations, gilded initials and border decorations, covers made of fine leather, wood, or even metal, and are often oversized and difficult to carry around.
GEAR PRICE 7 GP WEIGHT 2 lbs.
HOODED LANTERN
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). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.
HOURGLASS
This basic clay jug is fitted with a stopper and holds 1 gallon of liquid. The listed weight is for a jug filled with water, wine, or ale; when empty, it weighs about 1/2 pound.
WEIGHT — WEIGHT 1/2 lb. WEIGHT 1 lb.
PRICE 10 GP PRICE 20 GP PRICE 25 GP
The standard hourglass takes 1 hour to empty the sand from the upper chamber; smaller ones that mark time more precisely are also readily available, in 1-minute and 6-second sizes. Hourglasses tracking more than an hour are rare.
INK
PRICE 8 GP WEIGHT — This vial contains 1 ounce of ink. Ink in colors other than black costs twice as much.
INKPEN
LADDER
This simple 10-foot ladder consists of two long boards with wooden steps nailed into them at 1-foot increments.
INQUISITOR’S KIT
PRICE 30 GP WEIGHT 34 lbs.
PRICE 5 CP WEIGHT 1 lb.
This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.
PRICE 1 SP WEIGHT 1 lb.
This metal potion bottle has hardness 5, 3 hit points, and a break DC of 14.
PRICE 10 GP WEIGHT 1 lb.
This is a blank, lightweight book with an oilskin cover. It has 50 paper pages.
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
LOCK Simple Average Good Superior
WEIGHT 1 lb. WEIGHT 1 lb. WEIGHT 1 lb. WEIGHT 1 lb.
PRICE 20 GP PRICE 40 GP PRICE 80 GP PRICE 150 GP
This can be a padlock, an inset lock in a door or chest, or any other type of keyed 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).
PRICE 1 SP WEIGHT —
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
JOURNAL
PRICE 1 SP WEIGHT 1 lb.
A common lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on 1 pint of oil. You can carry a lamp in one hand.
This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.
IRON VIAL
PRICE 2 SP WEIGHT 20 lbs.
LAMP
6 seconds 1 minute 1 hour
IRON SPIKE
PRICE 3 CP WEIGHT 9 lbs.
JUG
ADVENTURING GEAR
MAGNET
PRICE 5 SP WEIGHT 1/2 lb.
Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. They are not powerful enough to tug metal over significant distances or aid in disarming creatures wielding metal weapons. This handsized horseshoe magnet can lift up to a 3-pound iron weight.
MAGNIFYING GLASS
PRICE 100 GP WEIGHT —
This simple lens allows a closer look at small objects. It is also useful as a substitute for a flint and steel when starting fires. Lighting a fire with a magnifying glass requires bright light, such as sunlight, to focus, tinder to ignite, and at least a fullround action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
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UlTimaTe eqUipmeNT PRICE 22 GP WEIGHT 31 lbs.
MAGUS’S KIT
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
MANACLES Common Masterwork Mithral
WEIGHT 2 lbs. WEIGHT 2 lbs. WEIGHT 2 lbs.
PRICE 15 GP PRICE 50 GP PRICE 2,015 GP
Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the price of the manacles. For the same price, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount. Mithral Manacles: These bindings are more difficult to break than standard manacles and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30. They are otherwise treated as masterwork manacles
MARBLES
PRICE 1 SP WEIGHT 2 lbs.
Marbles can be used to slow opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must succeed at a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.
MESS KIT
PRICE 2 SP WEIGHT 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
MINER’S PICK
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PRICE 3 GP WEIGHT 10 lbs.
If a miner’s pick is used in combat, treat it as a two-handed improvised weapon that deals piercing damage equal to that of a heavy pick of its size.
PRICE 10 GP WEIGHT 1/2 lb.
MIRROR
This hand-held mirror is about a foot across. Unlike many higher-quality glass mirrors, this one is made out of polished steel and sturdy enough that you can drop it without risk of breakage.
MOCK ARMOR
PRICE 90 GP WEIGHT 10 lbs.
When an arcane caster needs a disguise, she might don a suit of mock armor. Made from leather or thin wood such as balsa or bamboo and painted to look like metal, a suit of mock armor passes as full plate under all but the closest scrutiny. A character inspecting someone in mock armor must succeed at a DC 20 Perception check to identify it as fake. Mock armor gives you no Armor Class bonus, doesn’t affect your maximum Dexterity bonus, and has no armor check penalty, arcane spell failure chance, or speed reduction. It cannot be given magical armor abilities, whether enhancement bonuses or properties like fortification or ghost touch. When wearing mock armor, you gain a +4 circumstance bonus on Bluff checks to conceal your identity or allegiance as a spellcaster (for example, in cities where arcane spellcasting is illegal). The Craft (carpentry) or Craft (leather) DC to create mock armor is 25.
PRICE 8 GP WEIGHT 22 lbs.
MONK’S KIT
This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
MUG/TANKARD
PRICE 2 CP WEIGHT 1 lbs.
Whether it is a simple pottery cup or an elaborate drinking stein with a handle and decorative lid that flips up, this cup may be used to hold any sort of beverage. Tankards are commonly made out of clay or tin.
OIL
PRICE 1 SP WEIGHT 1 lbs.
A 1-pint flask of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a fullround action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil
GEAR ADVENTURING GEAR burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
PRICE 9 GP WEIGHT 29 lbs.
ORACLE’S KIT
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
PRICE 11 GP WEIGHT 30 lbs.
PALADIN’S KIT
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
PRICE 4 SP WEIGHT —
PAPER (SHEET)
A sheet of ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and a break DC of 5.
PARCHMENT (SHEET)
counts as a Diminutive object, making it much less likely TOOLS AND that an observed creature notices you; if you have total SKILL KITS concealment from the creature except for the end of the ANIMALS AND periscope, use the tube’s Diminutive size modifier on your TRANSPORTS Stealth check instead of your own size modifier. Distortion CLOTHING from the mirrors gives you a –4 penalty on Perception checks while looking through the periscope. Though the ENTERTAINMENT tube is fairly sturdy (hardness 5, 2 hit points), the mirrors AND TRADE GOODS inside are fragile (hardness 1, 1 hit point), and any damage FOOD that gets through the tube’s hardness applies to the tube AND DRINK and the mirrors.
This basic clay pitcher has a handle and an open top with a groove for easy pouring. It holds 1/2 gallon of liquid. The listed weight is for a pitcher filled with water, wine, or ale; empty, it weighs about 1/2 pound.
POISON PILL RING
PRICE 5 GP WEIGHT —
Most perfumes and colognes are derived from the essential oils of flowers. Perfume or cologne may (at the GM’s discretion) provide a +1 circumstance bonus on several Charisma-based skill checks.
PERISCOPE
PRICE 20 GP WEIGHT 4 lbs.
This 2-foot-long metal tube has right angles at each end with mirrors inside; if you look in one end, you can see out the other end, allowing you to safely peer over obstacles, around corners, or into small spaces where your head wouldn’t fit. When using a periscope, the end of the tube
ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE +20 GP WEIGHT —
This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.
PRICE 12 GP WEIGHT 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
ALCHEMICAL REMEDIES
A piton is an iron spike with a loop or ring on the end so you can tie a rope to it.
break DC of 5.
PERFUME/COLOGNE
PRICE 1 SP WEIGHT 1/2 lb.
PITON
PRICE 2 SP WEIGHT —
This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls. It has hardness 0, 2 hit points, and a
PATHFINDER’S KIT
PRICE 2 CP WEIGHT 5 lbs.
PITCHER
LODGING AND SERVICES
POISONING SHEATH
PRICE 50 GP WEIGHT 1 lb.
This scabbard contains strips of natural sea sponges on its interior. By carefully pouring a dose of poison into the empty scabbard (a full-round action), you saturate the sponges with the toxin, which keeps it viable and wet for up to 4 hours. Preparing the scabbard carries the normal risk of poisoning yourself, just like poisoning a weapon. The next weapon you draw from the scabbard is automatically poisoned as if you had directly applied poison to it (but does not risk poisoning you); this consumes the poison in the scabbard. A scabbard only fits one type of bladed weapon, such as a dagger, shortsword, or longsword. This kind of item is usually illegal in areas that outlaw poison.
POLE
PRICE 5 CP WEIGHT 8 lbs.
This 10-foot length of wood is useful for probing pits, flagstones, and murky liquids from a safe distance.
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UlTimaTe eqUipmeNT PRICE 200 GP WEIGHT 60 lbs.
PORTABLE BRIDGE
When staked down with eight pitons (four on each side of the gap), this rope and slat bridge can support up to 1,500 pounds and span a 30-foot gap. It rolls up into a parcel that can be carried slung over the back or by a pack animal. Convincing an animal to cross a portable bridge requires the come or heel trick.
PRICE 10 GP WEIGHT 20 lbs.
PORTABLE RAM
This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.
WEIGHT 4 lbs. WEIGHT 2 lbs.
PRICE 8 SP PRICE 2,001 GP
This 8-inch-diameter iron pot is sturdy and has feet, a lid, and a rounded handle. It can hold enough stew to feed one hungry human for one meal. A mithral pot is lighter and food rarely sticks to it.
PRICE 1 CP WEIGHT 1/2 lb.
POWDER
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals whether an invisible creature is there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.
PRICE 3 GP WEIGHT 1 lb.
POWDER HORN
Typically crafted from hollowed-out animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within in it from exposure to fire, electricity, firearm misfires, and water, and the narrow end of the horn is useful in funneling the expensive powder carefully into the barrel of a firearm.
PROSTHETIC Arm Foot Hand Leg
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PRICE 1 GP WEIGHT 2 lbs.
PYROGRAPHY KIT
Also called a “woodburning kit,” this set of metal needles, styluses, and brands is used to draw on leather or wood by burning it. Using the kit requires a fire source; the needle or stylus is heated in the fire and held in a thick leather handle, then used like a pen.
PRICE 9 GP WEIGHT 28 lbs.
RANGER’S KIT
POT Common Mithral
functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.
WEIGHT 3 lbs. WEIGHT 2 lbs. WEIGHT 1 lbs. WEIGHT 6 lbs.
PRICE 10 GP PRICE 1 GP PRICE 1 GP PRICE 20 GP
People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited
This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
RICE PAPER (SHEET)
PRICE 5 CP WEIGHT —
This sheet of paper is made of rice, straw, or tree bark. It has hardness 0, 1 hit point, and a break DC of 2.
RIDING KIT Common Exotic mount
WEIGHT 54 lbs. WEIGHT 59 lbs.
PRICE 16 GP PRICE 36 GP
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days’ worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.
ROGUE’S KIT
PRICE 50 GP WEIGHT 37 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
ROPE
PRICE 1 GP WEIGHT 10 lbs.
This 50-foot length of hemp rope has 2 hit points and can be burst with a DC 23 Strength check.
SACK
PRICE 1 SP WEIGHT 1/2 lb. This heavy canvas sack, useful for carrying adventuring gear and other supplies, holds about 4 cubic feet. A leather thong threaded through loops at the bag’s end allows it to be tied shut easily.
GEAR
SAW
PRICE 4 CP WEIGHT 2 lbs.
Saws can take many different shapes, from small carpentry saws to the long, two-handled saws used by lumberjacks. You can insert a saw between a door and its frame to cut through wooden bolts or bars, dealing 5 hit points per round plus your Strength modifier to the sawed object as a full-round action. Hearing the sawing requires a successful DC 10 Perception check. Saws used to cut ice on rivers have a point on the end to break through the ice before cutting.
SAWBACK SWORD
PRICE +5 GP WEIGHT —
This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry.
SCRIVENER’S KIT
PRICE 2 GP WEIGHT 1 lb.
This needle allows you to stitch together cloth, canvas, or thin leather.
SCROLL CASE
PRICE 1 GP WEIGHT 1/2 lb.
A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.
SEALING WAX
PRICE 1 GP WEIGHT 1 lb.
This stick of red wax is used to seal envelopes, often using an impression from a signet ring as proof they were sent by you.
SENTRY MANNEQUIN
PRICE 30 GP WEIGHT 35 lbs.
After 5 minutes of assembly and coverage with the included loose hood and baggy clothing, this wooden frame looks like a vigilant humanoid figure. Creatures more than 30 feet distant from it must succeed at a DC 10 Perception check in order to realize it is not someone standing watch.
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT
A sextant is used to determine your latitude. AND TRADE GOODS Using a sextant with an astrolabe gives you FOOD a +4 circumstance bonus on Survival checks AND DRINK made to prevent getting lost.
LODGING AND SERVICES
PRICE 15 GP WEIGHT 1/2 lb.
SHAVING KIT
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
PRICE 1 GP WEIGHT 1/2 lb.
SHIELD SCONCE
ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.
PRICE 5 GP WEIGHT 1 lb.
This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action. A scroll box has hardness 5, 5 hit points, a break DC of 20. A scroll box is water-tight.
PRICE 500 GP WEIGHT 2 lbs.
SEXTANT
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
SCROLL BOX
PRICE 5 SP WEIGHT —
SEWING NEEDLE
ADVENTURING GEAR
SHOVEL Common Folding
WEIGHT 8 lbs. WEIGHT 12 lbs.
PRICE 2 GP PRICE 12 GP
This tool lets you dig a pit at a rate of 2 cubic feet per minute. If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Folding Shovel: A folding shovel is a full-sized shovel with a sturdy sectional handle that folds into pieces no longer than the shovel blade, allowing it to fit in a smaller space such as a backpack. Converting the shovel from its folded state to usable (or vice versa) is 2 full-round actions.
SIGNAL HORN
PRICE 1 GP WEIGHT 2 lbs.
Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn take a –1 penalty.
SIGNAL WHISTLE
PRICE 8 SP WEIGHT — With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts
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UlTimaTe eqUipmeNT of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.
PRICE 5 GP WEIGHT —
SIGNET RING
This ring has an embossed design, typically a family crest or official icon. You press a signet ring into softened wax to leave an impression of this symbol.
PRICE 9 SP WEIGHT —
SILENT WHISTLE
Only animals and other creatures with keen hearing can hear this whistle.
PRICE 10 GP WEIGHT 5 lbs.
SILK ROPE
This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.
PRICE 85 GP WEIGHT —
SKELETON KEY
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.
SKILLET Common Mithral
WEIGHT 4 lbs. WEIGHT 2 lbs.
PRICE 8 SP PRICE 2,001 GP
This 8-inch-diameter skillet has a long handle and feet so you can rest it on a fire or hot coals. Adventurers prefer models with a hinged handle that folds over the top of the skillet for easier storage and transport. A mithral skillet is lighter and food rarely sticks to it.
SLEDGE
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PRICE 1 GP WEIGHT 10 lbs.
This heavy, two-handed hammer is normally used in carpentry and other construction tasks, and is also useful for driving in tent stakes to help secure campsites in areas with strong winds. If used in combat, treat it as an improvised earth breaker (see page 27).
PRICE 10 GP WEIGHT —
SMOKED GOGGLES
These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
SNORKEL WEIGHT — WEIGHT —
Common Masterwork
PRICE 5 SP PRICE 5 GP
This waterproof wooden tube has a curved end with a mouthpiece. When you hold the mouthpiece in your mouth, the tube extends past your face and toward the back of your head, allowing you to breathe indefinitely when swimming facedown or barely submerged. If you submerge the tip of the snorkel, it floods with water and can’t be used to breathe until you clear the water from it (requiring a move action and full access to air). A typical snorkel’s length is about 15 inches; any shorter than this and it tends to fill with water when you swim, but any longer and you’re not moving enough fresh air through the snorkel to be effective. Masterwork Snorkel: This snorkel has a valve at the top to keep out of the water, keeping it from being flooded from splashes or when you submerge. It also has a sump and valve near your mouth, preventing water from reaching your mouth and automatically draining excess water when you surface.
PRICE 1 CP WEIGHT 1/2 lb.
SOAP
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
SORCERER’S KIT
PRICE 8 GP WEIGHT 19 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
SPELUNKING KIT
PRICE 174 GP WEIGHT 32 lbs.
This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber’s kit.
GEAR
SPIDER’S SILK ROPE
PRICE 100 GP WEIGHT 4 lbs.
This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider’s silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider’s silk rope has 6 hit points and can be broken with a DC 25 Strength check.
PRICE 1,000 GP WEIGHT 1 lb.
SPYGLASS
Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.
Masterwork Stilts: These stilts strap to your feet and legs, allowing you to use your hands for other tasks without penalty. Walking on masterwork stilts requires a DC 10 Acrobatics check. Attaching or removing a masterwork stilt is a full-round action.
Generally used only by the wealthy, fancy stationery is a finerquality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.
STILTS WEIGHT 10 lbs. WEIGHT 10 lbs.
PRICE 2 SP PRICE 5 GP
This item consists of a pair of wooden poles with a footrest halfway up. By standing on the footrests and holding the tops of the poles you can avoid certain ground-based threats to your feet. For example, you can use stilts to cross water without getting wet, but you would still activate a trap that triggers when you walk in a certain area. Using stilts reduces your base speed from 30 feet to 20 feet, or from 20 feet to 15 feet. You can hop off your stilts as a move action, or as a free action with a successful DC 10 Acrobatics check. You must use both your hands to walk with stilts. Walking with stilts requires a DC 5 Acrobatics check for each move. Failing this check means you do not move for that move action; failing by 5 or more means you fall off the stilts. If you want to use one hand for something else while standing on stilts, you must succeed at a DC 10 Acrobatics check or lose the action; if you want to use two hands, the DC increases to 20. Stilts for a Medium creature raise you 2 feet above the ground; stilts for a Small creature raise you 1 foot from the ground. You can use taller stilts, but each additional foot of elevation increases the Acrobatics DCs of using stilts by +5. A stilt has hardness 5 and 10 hit points. If you only have one stilt, your speed drops to 5 feet because you can only hop rather than walk.
PRICE 10 GP WEIGHT 1 lb.
STOVE CAN
This little metal container holds a waxy fuel that creates enough heat to cook with but only as much light as a candle. To snuff the flame, close the metal lid on the container; it cools enough that it can be carried in a few minutes. Each lasts 5 hours (enough to cook about 10 meals).
PRICE 1 CP WEIGHT 1/2 lb.
STRING OR TWINE
Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.
PRICE 1 GP WEIGHT —
STATIONERY
Common Masterwork
ADVENTURING GEAR TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 8 GP WEIGHT 19 lbs.
SUMMONER’S KIT
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
SURVIVAL KIT Common Masterwork
WEIGHT 4 lbs. WEIGHT 5 lbs.
PRICE 5 GP PRICE 50 GP
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
SWARMSUIT
PRICE 20 GP WEIGHT 10 lbs.
These heavy and overlapping layers of clothing, coupled with a wide hat outfitted with a dense, veil-like netting around its brim, makes it all but impossible for Diminutive and Fine creatures to make physical contact with your body. Wearing a swarmsuit cuts your speed in half, but gives you DR 10/— against swarms of Fine creatures and DR 5/— against swarms of Diminutive creatures.
73
UlTimaTe eqUipmeNT TATTOO
PRICE 1 CP – 20 GP WEIGHT —
The price of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade costs 1 cp, a hand-sized one in black ink that won’t fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size. While these prices represent the baseline, tattoos—like any other artwork—can be worth far more depending on the prestige of the artist.
PRICE 1 SP WEIGHT 1 lb.
TEAPOT
This is a small spouted pot for cooking tea. It includes a lid and a strainer, and can make four cups of tea at a time.
WEIGHT 20 lbs. WEIGHT 30 lbs. WEIGHT 40 lbs. WEIGHT 50 lbs.
PRICE 10 GP PRICE 15 GP PRICE 30 GP PRICE 100 GP
Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.
THURIBLE
PRICE 50 GP WEIGHT 3 lbs.
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.
TORCH
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PRICE 1 CP WEIGHT 1 lb.
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). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
PRICE 50 GP WEIGHT 2 lbs.
Each of these books references a specific language and has two sections. The first presents a wide variety of useful phrases and words in Common (arranged by category) followed by a phonetic representation of the same in the language that the book deals with. The second section provides an alphabetical (by phonetic spelling) collection of words and phrases in the second language and their approximate Common translation. Using this book does not grant a bonus on rolls to communicate, but at the GM’s discretion it can negate or reduce a penalty if the other creature is patient enough to wait for the translation.
TROLL SLAYER’S KIT
TENT Small Medium Large Pavilion
TRAVELER’S DICTIONARY
PRICE 30 GP WEIGHT 17 lbs.
This kit includes 1 vial of alchemist’s fire, 1 flask of acid, 10 torches, one tindertwig, and 5 flasks of oil.
UNDEAD SLAYER’S KIT
PRICE 402 GP WEIGHT 7 lbs.
This kit includes a wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.
PRICE 1 GP WEIGHT —
VIAL
A vial is made out of glass or steel and holds 1 ounce of liquid.
WAFFLE IRON Common Mithral
WEIGHT 5 lbs. WEIGHT 2-1/2 lbs.
PRICE 1 GP PRICE 2,501 GP
This pair of hinged metal plates is decorated with studs to add texture to the pastry cakes you cook with it. You pour batter on it, close it, and place it on a fire or stove to cook. Some waffle irons have plates that imprint the waffle with a noble’s coat of arms, a religious symbol, or a country’s flag. A mithral waffle iron almost always bears a specific insignia rather than the generic waffle pattern. As with other mithral cookware, food rarely sticks to a mithral waffle iron.
WATER CLOCK
PRICE 1,000 GP WEIGHT 200 lbs.
This large, bulky contrivance gives the time accurately to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
WATERPROOF BAG
PRICE 5 SP WEIGHT 1/2 lb.
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain
GEAR relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
WATERPROOF LANTERN
PRICE +5 GP WEIGHT —
Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.
PRICE 1 GP WEIGHT 4 lbs.
WATERSKIN
This bag is made of an animal bladder or treated leather. It is watertight and holds about 1/2 gallon of liquid. The listed weight is for a waterskin full of water; empty, it weighs about 2 pounds.
WAX KEY BLANK
PRICE 15 GP WEIGHT 1/2 lb.
This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.
WEAPON CORD
PRICE 1 SP WEIGHT —
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hit point). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
WHETSTONE
PRICE 2 CP WEIGHT 1 lb.
A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
PRICE 5 GP WEIGHT 1/2 lb.
WIRE
This 6-foot length of copper wire is strong and flexible. By attaching it to two pitons or iron spikes across an area, you can create a simple tripwire trap. TRIPWIRE TRAP CR 1/3 Type mechanical; Perception DC 15; Disable Device DC 10 EFFECTS
Trigger location; Reset automatic Effect trip combat maneuver +5 (+10 if the target is running)
WEIGHT — WEIGHT —
PRICE 30 GP PRICE 150 GP
This flexible saw consists of an abrasive wire hooked to two metal rings. By feeding the wire around a deadbolt or small door bar, you can use the rings to quietly saw through the obstruction. The saw takes 10 minutes to cut through a 2-inch piece of wood or a 1-inch iron bar. A wire saw can cut through items with hardness 10 or less. After five uses, the abrasive wire is worn smooth and must be replaced (costing 25 gp). Adamantine Wire Saw: This works twice as fast as a normal saw when cutting materials with hardness 10 or less, or at normal speed when cutting materials with hardness 11–20. Replacing an adamantine wire saw’s wire costs 145 gp.
WITCH’S KIT
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES
WIRE SAW Common Adamantine
ADVENTURING GEAR
ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 21 GP WEIGHT 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
WIZARD’S KIT
PRICE 21 GP WEIGHT 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
WRIST SHEATH
PRICE 1 GP WEIGHT 1 lb.
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearmlength item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.
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Tools and Skill Kits
These items are particularly useful to characters with certain skills and class abilities. PRICE 2 GP
ABACUS
WEIGHT 2 lbs.
This device helps you perform mathematical calculations. PRICE 200 GP
ALCHEMIST’S LAB
WEIGHT 40 lbs.
This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides. PRICE 25 GP
ALCHEMY CRAFTING KIT
WEIGHT 5 lbs.
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was called an “alchemist’s kit” in the Advanced Player’s Guide, and was renamed to avoid confusion with this book’s pre-selected set of adventuring gear called an “alchemist’s kit.”) PRICE 100 GP
ANTIDOTE KIT
WEIGHT 3 lbs.
This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.
ANVIL
PRICE 5 GP
WEIGHT 10–100 lbs.
While anvil sizes vary depending on the type of smithing for which they are used, all anvils have the same basic shape and construction. Blacksmith anvils are much heavier and larger (100 pounds) than farrier anvils (50 pounds), which in turn are much bigger than silver- or goldsmith anvils (10 pounds). Many metalworking tasks are impossible without the proper anvil.
ARTISAN’S TOOLS Common Masterwork
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WEIGHT 5 lbs. WEIGHT 5 lbs.
PRICE 5 GP PRICE 55 GP
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Masterwork Artisan’s Tools: 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.
BALANCING POLE
PRICE 8 SP
WEIGHT 12 lbs.
This flexible pole can be anywhere from 15 to 30 feet in length. When used properly, it helps you keep your balance when crossing narrow walkways. Using a balancing pole grants you a +1 circumstance bonus on Acrobatics checks made to traverse a narrow surface.
BEAR TRAP
PRICE 2 GP
WEIGHT 10 lbs.
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
BEAR TRAP
CR 1
Type mechanical; Perception DC 15; Disable Device DC 20 EFFECTS
Trigger location; Reset manual Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.
BELLOWS
PRICE 1 GP
WEIGHT 3 lbs.
Bellows are useful for starting fires, providing a +1 circumstance bonus on Survival checks to start or maintain fires.
CLIMBER’S KIT
PRICE 80 GP
WEIGHT 5 lbs.
These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.
DISGUISE KIT
PRICE 50 GP
WEIGHT 8 lbs.
This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
FOOTPRINT BOOK
PRICE 50 GP
WEIGHT 3 lbs.
This 50-page tome contains accurate drawings of common animal, humanoid, and monster tracks, as well as notes on stride length, tread depth, and similarly useful information. The book gives you a +2 circumstance bonus to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible. Though the book can’t help you identify unique individuals, it can help you tell an ogre’s
GEAR footprint from a troll’s footprint, or an elf’s track from an orc’s. Books sold in different areas may have different footprints, depending on what creatures are common to that location. PRICE 200 GP
FORGER’S KIT
WEIGHT 6 lbs.
These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries. PRICE 15 GP
FORMULA BOOK
WEIGHT 3 lbs.
A formula book has 100 pages of parchment, and each alchemical extract formula takes up one page per extract level. A newly purchased formula book contains no extract formulas. An alchemist character begins play with a formula book containing the extract formulae he knows (Advanced Player’s Guide 32). This is the alchemist equivalent of a spellbook for wizards (a spellbook and a formula book are essentially the same item).
FORTUNE-TELLER’S DECK Common Quality Masterwork
WEIGHT 1/2 lb. WEIGHT 1 lb. WEIGHT 1 lb.
PRICE 1 GP PRICE 25 GP PRICE 50 GP
This deck of illustrated cards is used by those in tune with the spirit world to predict the future—and by charlatans to take money from the gullible. A common deck only has simple drawings on simple wooden plaques. A quality fortune-teller’s deck usually consists of wooden plaques with painted color images; it is suitable as a focus for the augury spell, and provides a +1 circumstance bonus on Profession (fortune-teller), Profession (medium), and similar Profession checks. A masterwork fortuneteller’s deck may be wood, ivory, or even metal, with painted or carved images, and is often highlighted with gold inlays or tiny gems; it has all the benefits of a quality deck, except it provides a +2 circumstance bonus on the listed skill checks.
HEALER’S KIT
PRICE 50 GP
WEIGHT 1 lb. This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
JUGGLER’S KIT
PRICE 15 GP
WEIGHT 10 lbs.
This kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches. It provides a +1 bonus on Perform (act or comedy) checks and checks involving juggling.
ADVENTURING GEAR
Table 2–2: Tools and Skill Kits ITEM
PRICE
WEIGHT
TOOLS AND SKILL KITS
Abacus 2 gp 2 lbs. ANIMALS AND Alchemist’s lab 200 gp 40 lbs. TRANSPORTS Alchemy crafting kit 25 gp 50 lbs. CLOTHING Antidote kit 100 gp 3 lbs. Anvil 5 gp 10–100 lbs. ENTERTAINMENT Artisan’s tools, common 5 gp 5 lbs. AND TRADE GOODS Artisan’s tools, masterwork 55 gp 5 lbs. FOOD Balancing pole 8 sp 12 lbs. AND DRINK Bear trap 2 gp 10 lbs. LODGING AND Bellows 1 gp 3 lbs. SERVICES Climber’s kit 80 gp 5 lbs.* ALCHEMICAL Disguise kit 50 gp 8 lbs.* REMEDIES Footprint book 50 gp 3 lbs. ALCHEMICAL Forger’s Kit 200 gp 6 lbs. TOOLS Formula book 15 gp 3 lbs. ALCHEMICAL Fortune-teller’s deck, common 1 gp 1/2 lb. WEAPONS Fortune-teller’s deck, quality 25 gp 1 lb. POISONS Fortune-teller’s deck, masterwork 50 gp 1 lb. Healer’s kit 50 gp 1 lb. Juggler’s kit 15 gp 10 lbs.* Leeching kit 5 gp 5 lbs. Mapmaker’s kit 10 gp 2 lbs. Masterwork tool 50 gp 1 lb. Merchant’s scale 2 gp 1 lb. Midwife’s kit 10 gp 2 lbs. Musical instrument, common 5 gp 3 lbs.* Musical instrument, masterwork 100 gp 3 lbs.* Parasol 1 gp 2 lbs. Parasol (umbrella) 2 gp 3 lbs. Portable alchemist’s lab 75 gp 20 lbs. Portable altar 250 gp 40 lbs. Portrait book 10 gp 3 lbs. Spell component pouch 5 gp 2 lbs. Spellbook 15 gp 3 lbs. Stretcher 1 gp 10 lbs. Surgeon’s tools 20 gp 5 lbs.* Symptom kit 25 gp 5 lbs. Thieves’ tools, common 30 gp 1 lb. Thieves’ tools, masterwork 100 gp 2 lbs. Traveling formula book 10 gp 1 lb. Traveling spellbook 10 gp 1 lb. Veterinarian’s kit 25 gp 1 lb. * These items weigh one-quarter this amount when made for Small characters.
LEECHING KIT
PRICE 5 GP
WEIGHT 5 lbs.
This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.
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UlTimaTe eqUipmeNT PRICE 10 GP
MAPMAKER’S KIT
WEIGHT 2 lbs.
This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
MASTERWORK TOOL
PRICE 50 GP
WEIGHT 1 lb.
This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack. Several common items already count as masterwork tools for particular skills. These are the alchemist’s lab, climber’s kit, disguise kit, healer’s kit, masterwork musical instrument, and masterwork thieves’ tools. Therefore, there is no masterwork climber’s kit, masterwork healer’s kit, and so on—those items are already the best available for general checks with the relevant skill. Some skills have no appropriate tool or masterwork tool— no nonmagical item exists that grants a bonus for all uses of that skill. For example, just because a certain perfume is favored by local nobles (granting a +2 circumstance bonus on Diplomacy checks to influence them) doesn’t mean that perfume has the same effect on a member of the thieves’ guild, a foreign berserker, or a medusa. Likewise, just because a fake beard woven by dwarves out of the beards of famous dwarves may grant a +2 circumstance bonus on Use Magic Device checks to emulate the dwarven race doesn’t mean the beard has any effect on using that skill to activate elven items or paladin items, or to decipher a written spell. Individual GMs may want to allow masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer’s kits) or only apply to certain aspects of the skill (such as the balancing pole’s bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass’s bonus on Appraise checks for detailed items).
MERCHANT’S SCALE
PRICE 2 GP
WEIGHT 1 lb.
A merchant’s scale is a simple lever on a fulcrum, from which two trays hang. It grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
MIDWIFE’S KIT
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PRICE 10 GP
WEIGHT 2 lbs.
This kit is used by midwives to care for pregnant women and to deliver babies. Each kit contains herbs to treat common conditions during pregnancy, salves for aches and distended skin, swaddling cloths, a small but sharp knife for cutting an umbilical cord, powder for cleaning the newborn, bandages, a needle, and thread. Using the kit gives you a +4 circumstance bonus on Heal checks when dealing with humanoid pregnancy or birth. You may use it for other kinds of pregnant or birthing creatures (such as animals or monstrous humanoids), but it only gives a +2 bonus on such Heal checks. A midwife’s kit is exhausted after 10 uses.
MUSICAL INSTRUMENT Common Masterwork
WEIGHT 3 lbs. WEIGHT 3 lbs.
PRICE 5 GP PRICE 100 GP
If you want to perform using a Perform skill associated with a musical instrument (keyboard, percussion, string, or wind), you must have an appropriate musical instrument; otherwise you can’t use the skill. The listed cost and weight is for a typical small instrument you could carry by hand, such as a drum, lyre, bell, harp, or flute; larger instruments such as a cello or piano are of course larger and more expensive. Masterwork Musical Instrument: This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument.
PARASOL Parasol Umbrella
WEIGHT 2 lbs. WEIGHT 3 lbs.
PRICE 1 GP PRICE 2 GP
This folding umbrella is translucent and not waterproof. It cuts down on the heat from direct sunlight. In very hot conditions where the sun is a factor (such as a desert), it gives you a +1 circumstance bonus on your hourly Fortitude saves against heat, and reduces the damage from a failed save by 1 hit point (minimum 1). It provides insufficient protection in conditions of severe or extreme heat. You must hold a parasol in one hand and use it to shade yourself from the sun. Alternatively, you can hold the parasol and use it to shade another creature of your size or smaller. The listed price is for a simple, functional parasol made of fabric or lacquered paper. A parasol used as a fashion accessory can be far more expensive, depending on the materials used, and can cost from 1 gp to 10 gp. Umbrella: An umbrella is a heavier, waterproof parasol made of oiled or waxed cloth. It is intended to keep you dry in the rain or snow, but can still protect against sunlight just like a standard parasol.
GEAR
PORTABLE ALCHEMIST’S LAB
PRICE 75 GP
WEIGHT 20 lbs.
This compact version of a fullsized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.
PRICE 20 GP
SURGEON’S TOOLS
WEIGHT 5 lbs.
When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds. PRICE 25 GP
SYMPTOM KIT PORTABLE ALTAR
PRICE 250 GP
WEIGHT 40 lbs.
Portable altars are typically made of wood and are ornately carved and decorated with the religious iconography of a specific religion. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within. These altars are modest, but give traveling priests a center from which to say their daily prayers, perform minor rituals, or preach to an assembled crowd.
PORTRAIT BOOK
PRICE 10 GP
WEIGHT 3 lbs.
This 100-page book contains face drawings of male and female dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans. By selecting an appropriate drawing and adding hair, a beard, or other small features such as moles or scars, even a poor artist can quickly create a reasonable likeness of a specific person—for example, an inquisitor making wanted posters of a half-elven witch.
SPELL COMPONENT POUCH
PRICE 5 GP
WEIGHT 2 lbs.
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.
SPELLBOOK
PRICE 15 GP
WEIGHT 3 lbs.
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells). A newly purchased spellbook contains no spells. A wizard character begins play with a spellbook containing the spells he knows (Core Rulebook 79).
STRETCHER
PRICE 1 GP
WEIGHT 10 lbs.
A stretcher allows two people to share the burden of carrying one heavy object. You can also use it to drag a load you couldn’t carry on your own. A stretcher holds up to 300 pounds.
WEIGHT 5 lbs.
This small wooden box has many tiny compartments filled with items useful if you want to feign a sickness, as well as a handy reference book outlining common indicators for some of the more feared virulent diseases. The kit includes such things as false pustules, pills that cause the person chewing them to foam at the mouth, and herbal concoctions designed to induce fevers or vomiting. Using a symptom kit grants you a +5 circumstances bonus on Disguise checks made for the purpose of simulating illness. A symptom kit is exhausted after 10 uses.
THIEVES’ TOOLS Common Masterwork
ADVENTURING GEAR TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
WEIGHT 1 lb. WEIGHT 2 lbs.
PRICE 30 GP PRICE 100 GP
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks. Masterwork Thieves’ Tools: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
TRAVELING FORMULA BOOK
PRICE 10 GP
WEIGHT 1 lb.
This is the alchemist equivalent of a traveling spellbook for wizards (a traveling formula book and a traveling spellbook are essentially the same item).
TRAVELING SPELLBOOK
PRICE 10 GP
WEIGHT 1 lb.
A traveling spellbook is less cumbersome than a normal one, but holds fewer spells. It has 50 pages. Some wizards prefer to travel with a smaller spellbook, omitting specialized spells that are rarely used on adventures. Others hide a traveling spellbook containing their most important spells, just in case.
VETERINARIAN’S KIT
PRICE 25 GP
WEIGHT 1 lb.
This item is the equivalent of a healer’s kit, except its materials are especially suitable for treating common animals (cats, dogs, goats, oxen, sheep, and so on). It provides a +3 circumstance bonus on Heal checks to treat animals, but only a +1 circumstance bonus on Heal checks on other creatures. A veterinarian’s kit is exhausted after 10 uses.
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UlTimaTe eqUipmeNT
Animals, Mounts, and Related Gear
The following animals, mounts, and related gear can be found in most large cities. Based on its location, a settlement might not have all of these animals or related gear available at a given time (as the GM deems f it). The tables for this section are split up into f ive categories: Pets and Familiars, Guard and Hunting Animals, Farm and Work Animals, Mounts, and AnimalRelated Gear. Animals that f it into more than one category appear on multiple lists.
ANIMAL HARNESS
PRICE 2 GP WEIGHT 2 lbs.
This leather or hemp harness allows a holder to restrain and control a domesticated animal. A harness is standard equipment for anyone trying to teach an animal tricks with the Handle Animal skill. Ready-made harnesses are available in most markets for common domesticated animals such as cats, dogs, horses, and oxen, but harnesses can be made for nearly any creature.
AXE BEAK (COMBAT TRAINED)
PRICE 1,500 GP WEIGHT 500 lbs.
These Large avian predators are sometimes used as hunting animals but are prized as mounts. More information on these creatures can be found in Bestiary 3.
AXE BEAK EGG
PRICE 1,000 GP WEIGHT 10 lbs.
Axe beaks raised from eggs are easily trained as mounts or used as livestock.
BADGER
PRICE 15 GP WEIGHT 20 lbs.
These fierce, burrowing creatures are only rarely kept as pets. More information on badgers can be found in Bestiary 2.
BARDING
80
PRICE varies WEIGHT varies
Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table 1–1: Armor and Shields. Armor for a horse (a Large non-humanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much (see Table 1–2: Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the price is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below. Flying mounts can’t fly in medium or heavy barding.
Table 2–3: Pets and Familiars ANIMAL
Badger Bat Cat Cat, hunting Centipede, house Crab Dog, lap Donkey rat Fox Goat Hedgehog Lizard Monkey Octopus Otter Owl Parrot Pig Pseudodragon Rabbit Raccoon Rat Rat, dire Raven Scorpion, greensting Skunk Snake, constrictor Snake, viper Squirrel, common Squirrel, flying Spider Stirge Thrush Toad Turtle Weasel
PRICE
15 gp 5 gp 3 cp 100 gp 1 cp 20 gp 15 gp 1 gp 8 gp 1–6 gp 5 gp 5 cp 3 gp 25 gp 20 gp 20 gp 50 gp 3–10 gp 200 gp 2 gp 5 gp 1 cp 5 gp 2 gp 15 gp 10 gp 5 gp 5 gp 1 gp 20 gp 25 gp 20 gp 1 sp 2 cp 3 gp 2 gp
WEIGHT
20 lbs. 1 lb. 8 lbs. 100 lbs. 3 oz. 5–7 lbs. 5 lbs. 50 lbs 12 lbs. 50 lbs. 3 lbs. 2 oz. 5 lbs. 2 lbs. 10 lbs. 1–3 lbs. 4 lbs. 100–300 lbs. 7 lbs. 3 lbs. 7 lbs. 1 lb. 50 lbs. 3 lbs. 9 oz. 10 lbs. 60 lbs. 10 oz. 2 lbs. 1 lb. 8 oz. 1 lb. 7 oz. 7 oz. 4 lbs. 8 oz.
Removing and fitting barding takes five times as long as the figures given on Table 1–3: Donning Armor. A barded animal cannot be used to carry any load other than a rider, and normal saddlebags. BARDING (40 FT.)
BASE SPEED (50 FT.)
(60 FT.)
Medium armor 30 ft. 35 ft. 40 ft. Heavy armor 30 ft.* 35 ft.* 40 ft.* * A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple.
BAT
PRICE 5 GP WEIGHT 1 lb.
These Diminutive rodents are nocturnal fliers that eat insects and fruit. They rely primarily on sound to navigate rather than sight. They are absent only in desert and arctic regions. Some
GEAR ADVENTURING GEAR
Table 2–4: Guard and Hunting Animals ANIMAL
Axe beak (combat trained) Axe beak egg Cat, hunting Dog, guard Falcon Hawk Owl Pseudodragon Stirge
PRICE
WEIGHT
ANIMAL
1,500 gp 1,000 gp 100 gp 25 gp 40 gp 18 gp 20 gp 200 gp 20 gp
500 lbs. 10 lbs. 100 lbs. 25 lbs. 2 lbs. 2 lbs. 1–3 lbs. 7 lbs. 1 lb.
Hippogriff egg 200 gp Horse Horse, heavy 200 gp Horse, heavy (combat trained) 300 gp Horse, light 75 gp Horse, light (combat trained) 110 gp Pony 30 gp Pony (combat trained) 45 gp Mastodon 2,000 gp
Table 2–5: Farm and Work Animals ANIMAL
Camel Cattle Chicken Donkey or mule Duck Elephant Goat Pig Sheep Yak
PRICE
150 gp 10–50 gp 1 gp 8 gp 2 gp 1,000 gp 1–6 gp 3–10 gp 2–20 gp 24 gp
Axe beak (combat trained) Axe beak egg Camel Dire bat, riding Dire bat, riding (combat trained) Dog, riding Elephant Gecko, riding Gecko, riding (combat trained) Griffon (combat trained) Griffon egg Hippogriff (combat trained)
PRICE
1,500 gp 1,000 gp 150 gp 300 gp 450 gp 150 gp 1,000 gp 300 gp 400 gp 8,000 gp 3,500 gp 5,000 gp
2,000 lbs. 3,000 lbs. 900 lbs. 1,200 lbs. 800 lbs. 900 lbs. 8 tons
ITEM
PRICE
WEIGHT
1,000 lbs. 1,500 lbs. 6 lbs. 600–800 lbs. 3 lbs. 5 tons 50 lbs. 100–300 lbs. 150 lbs. 1,000 lbs.
Animal harness Barding Medium creature Large creature Bit and bridle Cage Diminutive or Fine Tiny Small or Medium Large Huge Falconry gauntlet Feed (per day) Saddle Military Pack Riding Saddle (exotic) Military Pack Riding Saddlebags Stabling (per day)
2 gp
2 lbs.
×2* ×4* 2 gp
×1* ×2* 1 lb.
10 gp 2 gp 15 gp 30 gp 60 gp 10 gp 5 cp
2 lbs. 5 lbs. 60 lbs. 240 lbs. 960 lbs. 1 lb. 10 lbs.
20 gp 5 gp 10 gp
30 lbs. 15 lbs. 25 lbs.
60 gp 15 gp 30 gp 4 gp 5 sp
40 lbs. 20 lbs. 30 lbs. 8 lbs. —
WEIGHT
500 lbs. 10 lbs. 1,500 lbs 400 lbs. 450 lbs. 50 lbs. 5 tons 1,200 lbs. 1,500 lbs. 500 lbs. 10 lbs. 500 lbs.
PRICE 2 GP WEIGHT 1 lb.
This is headgear used by a rider to control a mount. Bit and bridles for horses, ponies, and riding dogs can be readily purchased in most settlements and bits and bridles can be crafted for any creature that serves as a mount.
CAGE
10 lbs.
Table 2–7: Animal-Related Gear
cultures keep bat houses near towns and villages to control insect problems. More information on bats can be found in the Bestiary.
BIT AND BRIDLE
WEIGHT
WEIGHT
Table 2–6: Mounts ANIMAL
PRICE
PRICE varies WEIGHT varies
This secure, portable enclosure is used to hold creatures— generally animals, but a large enough cage can hold anything. Cages are made from iron, wood, or bamboo, depending on
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
* Relative to similar armor for a Medium humanoid.
local customs and available materials. One cage holds one animal of that size, or five animals of a smaller size. The weight of the creature adds to the weight of the cage. Cages come in the following sizes: Diminutive or Fine, Tiny, Small, Medium, Large, and Huge. Cages for aquatic creatures cost twice as much, and weigh four times the normal weight when filled with water.
CAMEL
PRICE 150 GP WEIGHT 1,500 lbs. Due to their incredible endurance, these Large animals are the preferred mounts of desertdwelling people. They tend to be ill-tempered beasts. More information on camels can be found in Bestiary 2.
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UlTimaTe eqUipmeNT PRICE 3 CP WEIGHT 8 lbs.
CAT
These Tiny animals are often kept as pets or familiars. Though small, they are excellent hunters. Grain farmers usually keep cats for pest control in crop storage areas, but cats can be found in most regions and strays occupy many cities. More information on cats can be found in the Bestiary.
PRICE 100 GP WEIGHT 100 lbs.
CAT, HUNTING
Rarely, Medium cats such as cheetahs and leopards are trained to hunt for humanoid masters.
PRICE 10–50 GP WEIGHT 1,500 lbs.
CATTLE
Cattle are kept for milk and meat, and used as beasts of burden. A bull is used primarily for mating. Other males are castrated and become oxen, which are used to carry loads and plow fields.
CENTIPEDE, HOUSE
PRICE 1 CP WEIGHT 3 oz.
These creatures come in many forms, from the lighter-colored 20-legged variety to the darker 300-legged variety. Typically, these arthropods are what pass for pets in the slums, but the young and eccentric often search for the best specimens to serve as familiars. Centipedes employed as familiars have an Intelligence score and lose the mindless trait. More information on house centipedes can be found in Ultimate Magic.
PRICE 1 GP WEIGHT 6 lbs.
CHICKEN
These domesticated birds are not capable of long distance flights, and are raised for their eggs and meat. Male chickens are kept for mating and occasionally blood sport.
PRICE 20 GP WEIGHT 5–7 lbs.
CRAB
Aquatic spellcasters often find large ocean crabs to be agreeable familiars. Without the bond of a familiar, however, these crustaceans’ lack of intelligence makes them dull pets. More information on king crabs can be found in Ultimate Magic.
DIRE BAT, RIDING Common Combat trained
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WEIGHT 400 lbs. WEIGHT 450 lbs.
PRICE 300 GP PRICE 450 GP
Considered to be the fastest nonmagical transport in cavernous underground realms, dire bats (Bestiary 30) are domesticated in captivity to serve as riding animals. Stables that accommodate these massive creatures are only commonly found in cities built in larger underground caverns, owing to the greater space required for training and exercise, though the outriders of some subterranean races fly them almost to the surface. These creatures require exotic saddles to ride.
Dire Bat, Riding (Combat Trained): These animals are used by scouts and militaries for war.
DOG Guard Lap Riding
WEIGHT 25 lbs. WEIGHT 5 lbs. WEIGHT 50 lbs.
PRICE 25 GP PRICE 15 GP PRICE 150 GP
Most dogs fall into one of the following categories. Guard Dog: This Small, combat-trained dog is bred for battle; breeders favor strength, a thick body, and a low center of gravity. Guard dogs are sold in most large cities and some cultures use them for sport fighting or in some armies’ special infantry. More information on dogs can be found in the Bestiary. Lap Dog: These tiny dogs are commonly kept as pets. They cannot be combat trained, but can serve as noisy-but-skittish watch creatures. Lap dogs have the same statistics as foxes (see Bestiary 3). Riding Dog: This Medium dog is bred for carrying Small riders, and is combat trained. Breeders select dogs with strong backs, endurance, and loyal dispositions and train them for riding and combat before sale. Reputable breeders can be found in major cities. More information on riding dogs can be found in the Bestiary.
DONKEY OR MULE
PRICE 8 GP WEIGHT 600–800 lbs.
Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or mule is willing (though not eager) to enter dungeons and other strange or threatening places. Donkeys and mules have the same statistics as ponies (see the Bestiary).
DONKEY RAT
PRICE 1 GP WEIGHT 50 lbs.
These Tiny capybara-like white rodents are native to temperate swamps and coasts. They are common pets and livestock in some lands. More information on donkey rats can be found in Ultimate Magic.
DUCK
PRICE 2 GP WEIGHT 3 lbs.
Farm ducks are used for eggs, meat, and down, while wild ducks are hunted for meat. Ducks have the same statistics as ravens (see the Bestiary).
ELEPHANT
PRICE 1,000 GP WEIGHT 5 tons
These Huge animals are exceptionally strong and are quick learners. Some cultures train them for battle or labor. Most known elephants come from savannas or vast rainforest regions. They eat so much that housing them outside of their native environment is expensive. More information on elephants can be found in the Bestiary.
GEAR PRICE 40 GP WEIGHT 2 lbs.
FALCON
This Tiny, long-winged hawk is a popular hunting bird among many aristocracies. Falcons are technically a subset of hawks but are considered more “noble” in many cultures. Ownership of these birds is denied to commoners in many nations with hierarchical monarchies.
FALCONRY GAUNTLET
PRICE 10 GP WEIGHT 1 lb.
This gauntlet, made from layers of thick leather, is worn on a falconer’s off hand to give a falcon a place to stand before and after the hunt. The gauntlet also has a tassel and a ring to attach to a falcon’s tether.
PRICE 5 CP WEIGHT 10 lbs.
FEED (PER DAY)
Horses, donkeys, mules, and ponies can graze in some regions to sustain themselves, but feed provides more reliable nourishment. Riding dogs and other carnivores can be fed meat for the same cost. Except for horses, other Large creatures need to eat twice the feed of other animals each day. Huge creatures need four times the feed.
PRICE 8 GP WEIGHT 12 lbs.
FOX
These quick and wily carnivores can be difficult to train, but often make excellent familiars. Many humanoid communities see these canines as a menace to their farming fowl, and some use dogs to track them during recreational hunts. More information on foxes can be found in Bestiary 3.
GECKO, RIDING Common Combat trained
WEIGHT 1,200 lbs. PRICE 300 GP WEIGHT 1,500 lbs. PRICE 400 GP
Larger than even giant geckos, these mammoth lizards have been specifically bred to be used as mounts. Prized for their ability to run along cave ceilings and sheer walls, they require exotic saddles to ride. A riding gecko has the same statistics as a giant gecko with the giant template (see Bestiary 3).
GOAT
PRICE 1–6 GP WEIGHT 50 lbs.
As an agricultural animal, goats provide milk, meat, hair, and hide, and they are sometimes used to clear fields of weeds and shrubbery. Some spellcasters bond with them as familiars. More information on goats can be found in Bestiary 3.
GRIFFON (COMBAT TRAINED)
PRICE 8,000 GP WEIGHT 500 lbs.
These deadly but majestic fliers are the favored aerial cavalry of many kingdoms. While griffons can be trained, some good
ADVENTURING GEAR deities consider doing so akin to enacting slavery, insisting that a griffon must come to its rider on its own free will. The price listed is for a trained griffon; free will is bought with different currency (determined by the GM). More information on griffons can be found in the Bestiary.
PRICE 3,500 GP WEIGHT 10 lbs.
GRIFFON EGG
Unscrupulous adventurers and the desperate sometimes steal eggs from griffon nests, as trainers find it easier to raise a griffon from a hatchling than trying to train a spirited adult.
PRICE 18 GP WEIGHT 2 lbs.
HAWK
This Tiny, short-winged raptor is a popular hunting bird, but is utilized more often by lower nobility than by commoners without titles. Hawks are known for their sharp eyesight and powerful aerial dives. More information on hawks can be found in the Bestiary.
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 5 GP WEIGHT 3 lbs.
HEDGEHOG
These spiny mammals roll into a ball when threatened. They are sometimes kept as pets and are favored by some wizards as familiars. More information on hedgehogs can be found in Ultimate Magic.
HIPPOGRIFF (COMBAT TRAINED)
PRICE 5,000 GP WEIGHT 500 lbs.
Less intelligent and easier to train than griffons, hippogriffs make reliable winged mounts. More information about hippogriffs can be found in Bestiary 2.
PRICE 200 GP WEIGHT 10 lbs.
HIPPOGRIFF EGG
While it is easier to train a full-grown hippogriff than a griffon, the eggs of these creatures are still prized by breeders.
HORSE Heavy Heavy, combat trained Light Light, combat trained Pony Pony, combat trained
WEIGHT 2,000 lbs. WEIGHT 3,000 lbs. WEIGHT 900 lbs. WEIGHT 1,200 lbs. WEIGHT 800 lbs. WEIGHT 900 lbs.
PRICE 200 GP PRICE 300 GP PRICE 75 GP PRICE 110 GP PRICE 30 GP PRICE 45 GP
This Large quadruped is used as a mount and pack animal. Horses can be trained for war but otherwise are skittish around battle. Many cultures support breeding programs and often consider their horse the best at whatever task they breed it to perform. More information on horses and ponies can be found in the Bestiary.
83
UlTimaTe eqUipmeNT Heavy Horse: These horses are often used as portage animals, pulling significant loads across great distances. Heavy Horse (Combat Trained): Heavy warhorses are bred and trained for war. They are often outfitted with heavy barding, but fight just as fiercely even without the armor. Light Horse: These horses can be ridden, but often serve as porters or carriage horses. Light Horse (Combat Trained): These light warhorses are bred for war and are favored by fast and light cavalry, scouts, and daredevil knights. Pony: These creatures are typically used for carting goods along narrow mountain trails or as steeds for young or Small riders. Pony (Combat Trained): Ponies can be trained for war just as effectively as their larger, more mature brethren. Such steeds often serve Small riders that expect to face battle.
LIZARD
intelligent, and have been known to use rocks as simple tools, such as for opening the shells of mollusks. More information on otters can be found in Bestiary 3.
OWL
These Tiny birds of prey are mainly nocturnal and are known for their keen eyes and near-silent flight. Owls eat small animals and insects, and can be found in nearly any environment. Some farmers create owl homes near fields and barns to control rodent populations. The smartest owls make excellent familiars. More information on owls can be found in the Bestiary.
PARROT
These Tiny cold-blooded animals can be found in all warm regions and are often quite colorful. They eat insects and have the ability to walk up walls and hang upside down. Varieties of more intelligent lizards are often selected by wizards as familiars. More information on lizards can be found in the Bestiary.
MASTODON
These cousins to elephants are larger and more powerfully built. There is a nearly hairless version that dwells in southern climates and a woolly variety adapted to cold. More temperamental than elephants, they are used primarily as mounts. For more information, see the Bestiary.
MONKEY
PRICE 3 GP WEIGHT 5 lbs. These Tiny herbivorous primates can be found in a variety of habitats, but typically favor warm forests and jungles. They can grasp and carry objects that weigh under a pound. They are sometimes used as familiars. More information on monkeys can be found in the Bestiary.
OCTOPUS
PRICE 25 GP WEIGHT 2 lbs.
These cunning animals can be employed as familiars by aquatic spellcasters. If they are kept as pets, they must be kept in water, as they cannot survive out of it. More information on blue ringed octopuses can be found in Ultimate Magic.
OTTER
84
PRICE 20 GP WEIGHT 10 lbs.
These playful water mammals are either used as familiars or trained to perform tricks as pets. They are surprisingly
PRICE 50 GP WEIGHT 4 lbs. These colorful and intelligent birds can be trained to mimic humanoid voices. They are often kept as pets by the wealthy and those who live in the tropical climates they favor. Parrots have the same statistics as ravens (see the Bestiary).
PRICE 5 CP WEIGHT 2 oz.
PRICE 2,000 GP WEIGHT 8 tons
PRICE 20 GP WEIGHT 1–3 lbs.
PIG
PRICE 3–10 GP WEIGHT 100–300 lbs.
Domesticated pigs are the descendents of wild boars, and are raised for their meat and hide, being among the most versatile and common farm animals. More information on pigs can be found in Bestiary 3.
PSEUDODRAGON
PRICE 200 GP WEIGHT 7 lbs.
Found primarily in temperate forests, pseudodragons are intelligent enough that some consider their sale slavery. A handful of pseudodragons offer themselves for hire to adventurers, typically for half their listed price per week of work. For more information, see the Bestiary.
RABBIT
PRICE 2 GP WEIGHT 3 lbs.
Rabbits are often raised or hunted for their meat and skins, though some people keep the skittish mammals as pets. Though they are often confused with hares, rabbits are distinctly different in that they make their homes in burrows beneath the ground, and they are usually smaller than hares. Rabbits have the same statistics as rats (see the Bestiary).
RACCOON
PRICE 5 GP WEIGHT 7 lbs.
These nocturnal hunter-scavengers are found primarily in forested terrains, and are noted for their domino mask-like visages, highly dextrous forepaws (which they rely on for their hyper-sensitive sense of touch), and the strangely anthropomorphic tendency to “wash” their food in water
GEAR before eating it. Raccoons are sometimes kept as pets and used by some spellcasters as familiars. More information on raccoons can be found in Bestiary 3.
RAT
PRICE 1 CP WEIGHT 1 lb.
These Tiny rodents live everywhere and eat nearly anything. Despite having a reputation as disease-ridden scavengers, domesticated rats are clean, loyal creatures that make excellent familiars. More information on rats can be found in the Bestiary.
RAT, DIRE
PRICE 5 GP WEIGHT 50 lbs.
These Small animals are vicious scavengers in the wild. However, dire rats raised in captivity can be trained as loyal pets and protectors. Pet dire rats do not have filth fever. More information on dire rats can be found in the Bestiary.
RAVEN
PRICE 2 GP WEIGHT 3 lbs.
These Tiny birds are known for their intelligence, and even play games with each other in the wild. They eat insects and can be found in surprisingly varied habitats. More information on ravens can be found in the Bestiary.
SADDLE
PRICE varies WEIGHT varies
Saddles are used to support a rider or supplies on a mount. Military Saddle: This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle. Pack Saddle: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry. Riding Saddle: These saddles are the most pervasive type of riding equipment. If the rider is knocked unconscious while in a riding saddle, he has a 50% chance to stay in the saddle. Exotic Saddle: These saddles are designed for a variety of unusual mounts, each customized for a specific type of beast. Exotic saddles come in military, pack, and riding styles, just as normal saddles do, and have the same traits.
SADDLEBAGS
PRICE 4 GP WEIGHT 8 lbs.
These sturdy, weatherproof bags are draped over a saddle to add extra carrying capacity. Each side of a saddlebag can typically carry 20 pound of items that can fit in the bags. Saddlebags do not increase the amount of weight a mount can carry; they merely give riders a place to stow their equipment.
SCORPION, GREENSTING
PRICE 15 GP WEIGHT 9 oz.
ADVENTURING GEAR TOOLS AND SKILL KITS
Typically found in forested areas, these Tiny scorpions sport ANIMALS AND pincers too small to be dangerous to anything larger than an TRANSPORTS insect, but they still possess a poisonous stinger. Sometimes CLOTHING they are kept as pets or serve as familiars. Greensting scorpions employed as familiars have an Intelligence score ENTERTAINMENT and lose the mindless trait. More information on greensting AND TRADE GOODS scorpions can be found in Ultimate Magic.
PRICE 2–20 GP WEIGHT 150 lbs.
SHEEP
These livestock animals are kept for their fur, meat, and hide, and can be found in virtually any civilized settlement. They are especially prized in colder environs, where their wool and hide can be used to make durable and highly insulated clothing. Sheep have the same statistics as goats (see Bestiary 3).
PRICE 10 GP WEIGHT 10 lbs.
SKUNK
FOOD AND DRINK
LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
These creatures are infamous for the overwhelmingly foul odor they produce to ward off predators. Skunks are sometimes kept as pets, though usually only after their scent glands have been removed. More information on skunks can be found in Bestiary 3.
SNAKE, CONSTRICTOR
PRICE 5 GP WEIGHT 60 lbs.
These Medium reptiles are found chiefly in warm climates. Somewhat aggressive, constrictors squeeze their prey to death before consuming it. Due to their size, these snakes are less popular for traveling spellcasters, but they can be quite helpful in a laboratory. More information on constrictor snakes can be found in the Bestiary.
PRICE 5 GP WEIGHT 10 oz.
SNAKE, VIPER
This tiny reptile eats small animals and can be found in most temperate and warm environments. The bite is painful but not especially dangerous to the average adventurer. More information on vipers can be found in the Bestiary.
SQUIRREL Common Flying
WEIGHT 2 lbs. WEIGHT 1 lbs.
PRICE 1 GP PRICE 20 GP
These tiny rodents are as common in the wild as rats are in cities. They typically eat nuts, seeds, and vegetation. Squirrels have the same statistics as rats (see the Bestiary). Flying squirrel: These Tiny squirrels use a membrane of skin between their front and hind legs to glide. They sometimes serve spellcasters as familiars. More information on flying squirrels can be found in the Bestiary 3.
SPIDER
PRICE 25 GP WEIGHT 8 oz.
85
UlTimaTe eqUipmeNT These Tiny spiders have red bodies and black legs. They are hunting spiders, so they do not cast webs, though they are poisonous. For more information, see Ultimate Magic.
STABLING (PER DAY)
PRICE 5 SP WEIGHT —
This is the amount it costs to stable a single creature that is Large or smaller for one day, at a typical stable or hostler. Particularly fancy stables may cost more, and larger or more exotic creatures cost double.
STIRGE
PRICE 20 GP WEIGHT 1 lb.
These Tiny beasts are allegedly sold for indoor defense to rich clients, but often wind up in exotic blood sports. Despite the popular misconception that stirges are untameable vermin, such creatures are trainable, but they must be fed fresh blood daily to dissuade them from turning on their handlers. More information about stirges can be found in the Bestiary.
THRUSH
PRICE 1 SP WEIGHT 7 oz.
These small plump birds are sometimes kept as pets, but are more often used as familiars for spellcasters. They are known for their beautiful song and their potential for actual speech. More information on thrushes can be found in Ultimate Magic.
TOAD
PRICE 2 CP WEIGHT 7 oz.
This Diminutive amphibian is primarily kept as a familiar by spellcasters. Toads live in most temperate and warm environments, and eat insects. More information on toads can be found in Bestiary.
TURTLE
PRICE 3 GP WEIGHT 4 lbs.
These reptiles have bony shells that they can retreat into. They are sometimes kept as pets and used as familiars, and in some places their flesh is eaten or used as an ingredient in medicines. More information on turtles can be found in Ultimate Magic.
WEASEL
PRICE 2 GP WEIGHT 8 oz.
These Tiny animals eat smaller animals and can be found in nearly any environment. They are clever and curious, traits that are magnified when they are kept as familiars. Many varieties of weasel exude a strong musky odor. This description also applies to similar animals, such as ferrets, minks, polecats, and stoats. More information on weasels can be found in the Bestiary.
YAK
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PRICE 24 GP WEIGHT 1,000 lbs.
These shaggy-haired relatives to cows are more at home in mountainous terrain where they are frequently used as pack animals and to pull plows. Yaks have the same statistics as bison (see the Bestiary).
Transport
Transport vehicles can be purchased or hired to provide passage. The following are a number of vehicles, both common and exotic, that can be purchased or hired. The table sorts the vehicles by Land Transport and Sea Transport and includes costs to buy these vehicles or rent passage on them.
CARRIAGE
PRICE 100 GP PASSAGE 3 CP
This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
CART
PRICE 15 GP PASSAGE 1 CP
This two-wheeled vehicle can be drawn by a single horse or other beast of burden, and is often used to transport goods across short distances. It comes with a harness.
CHARIOT
PRICE varies PASSAGE 2 CP
This two-wheeled vehicle is drawn by a horse. There are three varieties of chariots. Light Chariots: These chariots are often used for racing or as the platform for a single archer charging across the battlefield at high speed. Medium Chariots: These chariots are used in battle to break apart infantry formations or as fast-moving fighting platforms. Heavy Chariots: This type of chariot is typically used as a fighting platform or for transporting material quickly onto the battlefield.
DOG SLED
PRICE 20 GP PASSAGE 3 CP
This sled is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the capacity of all the dogs that pull it.
GALLEY
PRICE 30,000 GP PASSAGE 1 SP
This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks close to the coast. It moves about 4 miles per hour when being rowed or under sail.
GEAR
JUNK
PRICE 15,000 GP PASSAGE 1 SP
This flat-bottomed sailing ship has two or three masts with junk-rigged sails, allowing it to be easily sailed by small crews. Junks typically have a high poop deck and no keel.
KEELBOAT
PRICE 3,000 GP PASSAGE 1 SP
This 50- to 75-foot-long ship is 15 to 20 feet wide and has a dozen oars to supplement its single mast with a square sail. It requires a crew of 8 to 15 to sail and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.
LONGSHIP
PRICE 10,000 GP PASSAGE 5 CP
This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
RAFT
PRICE — PASSAGE 1 CP
The most basic and primitive type of watercraft, a raft is a simple, flat boat with no hull, often made of logs lashed together. It typically uses two to four oars for propulsion.
ROWBOAT
PRICE 50 GP PASSAGE 2 CP
This 8- to 12-foot-long boat with two oars holds two or three Medium passengers, and is either carried on the deck of a larger ship or moored to a dock onshore. A rowboat moves about 1-1/2 miles per hour.
SAILING SHIP
PRICE 10,000 GP PASSAGE 2 SP
This large, seaworthy ship is 75 to 90 feet long, 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
SHIP’S BOAT
PRICE 500 GP PASSAGE 2 CP
Ship’s boats are usually carried on the decks of larger ships to ferry passengers and cargo.
SLEIGH
PRICE 100 GP PASSAGE 2 CP
This wagon has runners, making it an ideal conveyance for snow and ice travel. In general, two horses (or other beasts of burden) are needed to draw it. A sled comes with the harness required to pull it.
WAGON
PRICE varies PASSAGE varies
ADVENTURING GEAR
Table 2–8: Transport LAND TRANSPORT PRICE
Carriage Cart Chariot Chariot, light Chariot, medium Chariot, heavy Dog sled Sleigh Wagon Wagon, light Wagon, medium Wagon, heavy
PRICE OF PASSAGE (PER MILE)
ANIMALS AND TRANSPORTS
100 gp 15 gp
3 cp 1 cp
50 gp 100 gp 200 gp 20 gp 100 gp
2 cp 2 cp 2 cp 3 cp 2 cp
ENTERTAINMENT AND TRADE GOODS
50 gp 75 gp 100 gp
2 cp 2 cp 3 cp
ALCHEMICAL REMEDIES
30,000 gp 15,000 gp 3,000 gp 10,000 gp — 50 gp 10,000 gp 500 gp 25,000 gp
1 sp 1 sp 1 sp 5 cp 1 cp 2 cp 2 sp 2 cp 2 sp
SEA TRANSPORT
Galley Junk Keelboat Longship Raft Rowboat Sailing ship Ship’s boat Warship
TOOLS AND SKILL KITS
CLOTHING
FOOD AND DRINK LODGING AND SERVICES
ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
This four-wheeled open vehicle is used for transporting heavy loads. It includes the harness needed to pull it. There are three common varieties of wagon. Light Wagon: Wagons of this type are most commonly employed by farmers and craftsmen transporting their goods short distances or by venders in and around cities. A light wagon carries up to 1,000 pounds of cargo and requires two Medium creatures or one Large creature to pull it. Medium Wagon: Wagons of this type are typically employed for heavy duty work, often in agricultural, mining, or construction settings. A medium wagon can carry up to 2,000 pounds of cargo and requires four Medium or two Large creatures to pull it. Heavy Wagon: Wagons of this type are large, fourwheeled vehicles primarily used in caravans to transport goods over long stretches of territory. A heavy wagon carries up to 4,000 pounds of cargo, and is pulled by either eight Medium creatures or four Large creatures.
WARSHIP
PRICE 25,000 GP PASSAGE 2 SP
This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn’t room for supplies to support that many people. A warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.
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Clothing
COLD-WEATHER OUTFIT
The following clothes and outf its can be useful to PCs and NPCs who want to dress for special occasions, such as braving an arctic wasteland, attending a gala, sleuthing around an urban setting, or any other situation where specif ic garb might be benef icial or f itting. All characters begin play with one outf it valued at 10 gp or less. Additional outf its can be purchased normally.
ARTISAN’S OUTFIT
PRICE 1 GP
COURTIER’S OUTFIT
WEIGHT —
This is a small ornament used to hold an element of clothing, such as a cloak or cape, in place. Many organizations provide special brooches as a symbol of membership or to honor a special achievement. PRICE varies
CAUL
WEIGHT —
This ornate hairnet, fashioned from silk, cloth of gold, and jewels, is most commonly worn by royal or aristocratic women. PRICE 5 GP
CLEATS
WEIGHT 2 lbs.
Cleats reduce the penalty for walking over slick surfaces by 50%. For example, walking across ice normally costs 2 squares of movement (1 square plus a 1 square penalty) for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring. They may supplement another outfit.
CLERIC’S VESTMENTS
PRICE 5 GP
WEIGHT 6 lbs.
These ceremonial clothes are worn when performing priestly functions within a church or temple, and aren’t well suited to adventuring. A cleric’s vestments typically include a cassock, stole, and surplice. The colors usually correspond to the deity worshiped, and while some priests may choose elaborate embroidery with ecclesiastical themes, others find merit in humble simplicity.
PRICE 30 GP
WEIGHT 6 lbs.
This outfit includes tailored clothes in whatever fashion happens to be current in noble courts of that region. 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). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
PRICE varies
BROOCH
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This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
WEIGHT 4 lbs.
Artisan’s clothing is well made from simple but durable cloth, appropriate for those who must work in various specialized and often manual trades, such as baking, carpentry, and other middleclass professions. This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
PRICE 8 GP
WEIGHT 7 lbs.
DECORATIVE TRIM
PRICE varies
WEIGHT —
This decorative set of collars, cuffs, and trim pieces attaches to otherwise plain clothes. Frequent travelers, such as merchants or entertainers, use trim to blend in with the local styles without buying a new wardrobe. A traveling noble keeps extra sets for use by temporary staff and loaned guards. PRICE 10 GP
DIVING SUIT
WEIGHT 2 lbs.
This one-piece suit of clothing reduces one’s drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. The suit only grants this bonus if it is the outermost garment, and has no effect if worn over bulky clothes or armor or with cumbersome gear (such as a backpack, large weapons, and so on). Damage to the suit (such as from several rounds of combat against slashing and piercing attacks) negates the suit’s bonus until it is repaired.
ENTERTAINER’S OUTFIT
PRICE 3 GP
WEIGHT 4 lbs.
This set of flashy—perhaps even gaudy— clothes is meant for entertaining. Entertainer’s outfits come in a wide range of styles, from scandalous to flattering to absurd. While the outfit looks whimsical, its practical design does nothing to inhibit your ability to tumble, dance, walk a tightrope, or run (if the audience turns ugly).
GEAR
EXPLORER’S OUTFIT
PRICE 10 GP
WEIGHT 8 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
FIRE-RESISTANT BOOTS
PRICE 20 GP
WEIGHT 2 lbs.
These heavy leather boots contain a layer of brick dust that protects your feet from heat. You gain fire resistance 2 against fire attacks directed at or under your feet, such as walking across hot coals. Repeat or prolonged exposure to fire damage eventually burns the outer leather of the boots, ruining them (typically after about 1d10+20 rounds of exposure).
FURS
PRICE 12 GP
WEIGHT 5 lbs.
The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 circumstance bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.
HAT
PRICE varies
WEIGHT 1/2 lb.–2 lbs.
Hats of various styles appear in all cultures. Ranging from the turban to the tricorne to the furred cap, a hat can be a simple covering for the head. Particular hats are sometimes mandatory for social or religious sects. A utilitarian hat such as a tricorne typically costs 2 sp.
HENNIN
PRICE varies
WEIGHT 1 lb.
This high conical headpiece ends in a tip that usually has a piece of silk or similar diaphanous material dangling from it. Women of noble birth sometimes wear a hennin to formal or social occasions as a signal of their eligibility, and give the silk part of the headpiece as a token to suitors they favor.
HOT WEATHER OUTFIT
PRICE 8 GP
WEIGHT 4 lbs.
Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 circumstance bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.
ADVENTURING GEAR
Table 2–9: Clothing ITEM
PRICE
WEIGHT
TOOLS AND SKILL KITS
Artisan’s outfit 1 gp 4 lbs.* ANIMALS AND Brooch Varies — TRANSPORTS Caul 10–100 gp — CLOTHING Cleats 5 gp 2 lbs.* Cleric’s vestments 5 gp 6 lbs.* ENTERTAINMENT Cold-weather outfit 8 gp 7 lbs.* AND TRADE GOODS Courtier’s outfit 30 gp 6 lbs.* FOOD Decorative trim 1 sp–50 gp — AND DRINK Diving suit 10 gp 2 lbs.* LODGING AND Entertainer’s outfit 3 gp 4 lbs.* SERVICES Explorer’s outfit 10 gp 8 lbs.* ALCHEMICAL Fire-resistant boots 20 gp 2 lbs.* REMEDIES Furs 12 gp 5 lbs.* ALCHEMICAL Hat 1 sp–50 gp 1/2 lb.–2 lbs.* TOOLS Hennin 10–100gp 1 lb.* ALCHEMICAL Hot weather outfit 8 gp 4 lbs.* WEAPONS Ice skates 1 gp 2 lbs.* POISONS Jewelry Varies Varies Kilt 2 sp 1 lb.* Mask 1 sp–50 gp 1 lb.* Monk’s outfit 5 gp 2 lbs.* Monster mask 5–10 gp 1 lb.* Noble’s outfit 75 gp 10 lbs.* Patchwork cloak 5 gp 1/2 lb.* Peasant’s outfit 1 sp 2 lbs.* Pickpocket’s outfit 5 gp 3 lbs.* Pocketed scarf 8 gp 1/2 lb.* Poncho 5 sp 2 lbs.* Reinforced scarf 10 gp 1 lb.* Reversible cloak 2 sp–100 gp 1 lb.* Royal outfit 200 gp 15 lbs.* Scarf 1 sp–5 gp 1/2 lb.* Scholar’s outfit 5 gp 6 lbs.* Skis 5 gp 20 lbs.* Snowshoes 5 gp 4 lbs.* Soldier’s uniform 1 gp 5 lbs.* Tabard 5 gp 1 lb.* Tear-away clothing +5 gp — Traveler’s outfit 1 gp 5 lbs.* Wig 5 gp–500 gp 1/2 lb.–4 lbs.* * These items weigh one-quarter this amount when made for Small characters.
ICE SKATES
PRICE 1 GP
WEIGHT 2 lbs.
Each of these calf-high boots bears a horizontal blade on the bottom, allowing you to travel swiftly on ice. Wearing ice skates allows you to move on ice at normal speed with a successful DC 5 Acrobatics check (including running and charging), but your movement is reduced to half speed on all other terrain. Donning or removing an ice skate is a full-round action. Skating with only one is possible, but the DC of the Acrobatics check rises to 15.
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JEWELRY
WEIGHT varies
The price of jewelry varies wildly by its quality. Many cultures, particularly nomads, consciously use jewelry as a form of portable wealth, most notably with belts and bangles made from coins. A commoner’s ornaments may only be worth a few copper pieces, an artisan’s a few silver pieces, and a merchant’s a few gold pieces, while nobles rarely wear jewelry worth less than 100 gp.
cover the rest of your head. Each mask is most suitable for a wearer of a particular size, though some size and monster combinations are less believable than others (a Small creature in an orc mask may be able to pass as an orc child, but a Medium creature in a goblin mask at best looks like a deformed hobgoblin).
NOBLE’S OUTFIT
These clothes are designed specifically to be expensive and gaudy, letting everyone know exactly how expensive they are. Precious metals and gems are worked into the clothing, along with elaborate embroidery, and some outfits may contain impractical concessions to high fashion. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.
PRICE 2 SP
KILT
WEIGHT 1 lb.
This heavy pleated skirt is usually worn by men. Most have a specific design or pattern that represents allegiance to a particular clan or other social group. PRICE varies
MASK
WEIGHT 1 lb.
The gala events of decadent nobles are where one might see the most outlandish and stylish of masks, but simpler masks might be found wherever local customs permit. They range from small bits of fabric that cover only a portion of the face to elaborate constructions that cover the entire face or head.
MONK’S OUTFIT
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PATCHWORK CLOAK
PRICE 5 GP
WEIGHT 1/2 lb.
These cloaks are popular among traveling bards, and each patchwork cloak is unique. The patches represent where the traveler has been, and often the performer uses them to recall specific stories from his repertoire. When a bard retires or dies, he often bequeaths his cloak to a young entertainer he mentored or admired.
PRICE 5 GP
WEIGHT 2 lbs.
This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
MONSTER MASK
PRICE 75 GP
WEIGHT 10 lbs.
PRICE varies
WEIGHT 1 lb.
This articulated mask resembles a specific type of humanoid monster, such as a bugbear, goblin, orc, or hobgoblin. The mouth opens and closes when you move your jaw and its skin is actually carefully-painted cloth. Though such masks are usually intended for theater performances where an actor plays the role of a monster, adventurers have been known to use them to help blend in with monsters of the appropriate type. The mask negates the –2 Disguise DC for disguising yourself as a different race, but only at a distance of at least 20 feet or when you have concealment; closer than this distance or in clearer circumstances, the mask is obviously a false representation. It only covers your face and is normally worn with a wig or helmet to disguise or
PEASANT’S OUTFIT
PRICE 1 SP
WEIGHT 2 lbs.
These clothes are of poor quality, the fabric little more than sack cloth, often patched and mended many times over. A peasant’s outfit consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes, causing significantly more wear on the feet.
PICKPOCKET’S OUTFIT
PRICE 5 GP
WEIGHT 3 lbs.
Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.
POCKETED SCARF
PRICE 8 GP
WEIGHT 1/2 lb.
An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.
PONCHO
PRICE 5 SP
WEIGHT 2 lbs.
This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow.
GEAR
REINFORCED SCARF
PRICE 10 GP
WEIGHT 1 lb.
One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a successful DC 24 Strength check.
REVERSIBLE CLOAK
PRICE varies
WEIGHT 1 lb.
These cloaks have an outer layer of fabric and an inner layer of a different color. They are worn for the sake of fashion, in theater performances, or to aid a quick appearance change as part of a disguise. The price varies depending on the cloak’s quality, with the low end being a simple linen cloak and the high end being made of silk or decorated with fur trim. PRICE 200 GP
ROYAL OUTFIT
WEIGHT 15 lbs. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance. A royal outfit is rarely designed for regular wear or inclement weather—or even for donning unaided—as it’s presumed that anyone who might be wearing it has plenty of servants to take care of his or her every need. This outfit includes only the clothing, not a royal scepter, crown, ring, or other regal accoutrements.
SCARF
PRICE varies
WEIGHT 1/2 lb.
Entertainers often employ seductive garb and entrancing props in their performances. Scarves of colorful cloth or transparent silk, often embroidered with elaborate scenes or motifs, are favorite accessories.
SCHOLAR’S OUTFIT
PRICE 5 GP
WEIGHT 6 lbs.
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
SKIS
PRICE 5 GP
WEIGHT 20 lb.
Each ski is a flat piece of wood about 5–6 feet long for a Medium wearer, curled up slightly at the front end, with lengthwise grooves along the underside and a wooden or metal bracket with laces on top for holding the wearer’s boot in place. Wearing skis allows you to move on snow and ice at normal speed, but your movement is reduced to 5 feet on all other terrain. You normally use a pair of spiked poles to help you move and maintain balance while skiing, but javelins, shortspears, or even trimmed-down saplings will do if nothing else more suitable is available. Donning or removing a ski is a full-round action, though the laces can be cut as a move action
ADVENTURING GEAR (which requires repairing or replacing the laces if you want to use the skis again).
SNOWSHOES
PRICE 5 GP
WEIGHT 4 lbs.
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS
CLOTHING These high-tension nets of rope or sinew in wooden frames are lashed to the feet to spread your weight across the snow, ENTERTAINMENT making you much less likely to break through the crust and AND TRADE GOODS rendering walking much easier. Snowshoes reduce the FOOD penalty for walking through heavy snow by 50%; for example, AND DRINK if moving through snow normally costs you 2 squares of LODGING AND movement (1 square plus a 1 square penalty) per square SERVICES traveled, snowshoes reduce this cost to 1.5 squares per square ALCHEMICAL traveled. Snowshoes may supplement another outfit. REMEDIES
SOLDIER’S UNIFORM
PRICE 1 GP
WEIGHT 5 lbs.
The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.
TABARD
ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 5 GP
WEIGHT 1 lb.
Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer’s membership in an order readily apparent.
TEAR-AWAY CLOTHING
PRICE +5 GP
WEIGHT —
Sneaks and thieves know the value of a good disguise. The ability to remove that disguise in a hurry, thus revealing the next layer of disguise, is nearly as valuable. Tear-away clothing is generally loose fitting and allows another layer of clothing to be worn underneath. The seams on this clothing are designed to break easily, making it a simple matter (a standard action) to remove these items and walk away with none the wiser. Any outfit can be crafted as tear-away clothing for an additional price.
TRAVELER’S OUTFIT
PRICE 1 GP
WEIGHT 5 lbs.
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
WIG
PRICE varies
WEIGHT 1/2 lb.–4 lbs.
False hair comes in many forms, from the severe coif of a judge to the towering confection adorning a noble to the simple curls worn by a housewife whose hair is thinning. Wigs can be found for sale in any major city and can be special-ordered in most towns. As they are usually made of hair, the available colors are likely limited by the locally predominant hair color, but others can be obtained by applying dye.
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Entertainment
Many adventurers like to sit down and play a game now and then to pass the time—or make some easy gold.
BALL
PRICE varies
WEIGHT varies
This ball may be an inflated animal bladder, carved from light wood, fabric stuffed with cloth or plant fiber and sewn shut.
BILLIARDS GEAR
PRICE 5 SP
WEIGHT 8 lbs.
This set includes a wooden cue, a block of cue chalk, 16 wooden balls, and a triangular wooden ball rack.
BOARD GAME
PRICE 1 SP–10 GP
WEIGHT 2 lbs.
Board games have innumerable types and variations. Siege, a strategy game where players try to surround the other’s pieces, is popular with older adults, while more chaotic games like Wyvern’s Race and Doppel are tavern favorites.
BOWLING SET
PRICE 5 SP–10 GP
WEIGHT 15 lbs.
This simple 10-pins game is often complicated by irregularities in the ball, the pins, and the playing field.
CARDS
PRICE 1 SP–100 GP
WEIGHT 1 lb.
Playing cards range from block-printed symbols on thick paper to elaborate, hand-painted works of art on waxed vellum, ivory, wood, or even metal.
CROQUET SET
PRICE 5 SP
WEIGHT 10 lbs.
This set includes four wooden mallets, nine wooden wickets (goals), and four wooden balls.
CROSSWORD
PRICE 1 CP–1 SP
WEIGHT —
These word puzzles can be found in many languages. A typical one is drawn on leather or wood in a 15-by-15 square grid. Larger grids allow longer words and tend to be more difficult.
DARTBOARD SET
PRICE 5 SP
WEIGHT 10 lbs.
This set includes a multicolored board and six brass-tipped darts. The board usually consists of a layer of soft wood or cork on a hardwood backing.
DICE
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PRICE 1 SP
WEIGHT —
Dice can come in many shapes, but the most common are cubes.
ITEM
PRICE
WEIGHT
Ball (2 in.) Ball (5 in.) Ball (10 in.) Billiards gear Board game Bowling set Cards Croquet set Crossword Dartboard set Dice Dominos Horseshoes game Kite Loaded dice, average Loaded dice, superior Marked cards Polo gear Puzzle box Rounders gear Tennis gear
8 cp 2 sp 6 gp 5 sp 1 sp–10 gp 5 sp–10 gp 1 sp–100 gp 5 sp 1 cp–1 sp 5 sp 1 sp 1 sp–25 gp 5 sp 1 sp–2,000 gp 10 gp 50 gp 1 gp 5 sp 1 gp–1,000 gp 1 sp 3 sp
— — 1 lb. 8 lbs. 2 lbs. 15 lbs. 1 lb. 10 lbs. — 10 lbs. — 1 lb. 3 lbs. 1 lb.–5 lbs. — — 1 lb. 5 lbs. 1 lb.–5 lbs. 1/2 lb. 3 lbs.
DOMINOS
PRICE 1 SP–25 GP
WEIGHT 1 lb.
This wooden box contains 28 tiles with numbers or pips on each end. A common set is made of wood or bone, but more expensive ones may be made of ivory, stone, or metal.
HORSESHOES GAME
PRICE 5 SP
WEIGHT 3 lbs.
This game includes two iron stakes and four iron horseshoes.
KITE
PRICE 1 SP–2,000 GP
WEIGHT 1 lb.–5 lbs.
Kites range from canvas toys to ornate, silken works of art.
LOADED DICE
PRICE 10 GP–50 GP
WEIGHT —
Most loaded dice are weighted, with a heavier substance included opposite the desired number. You can spot this tampering with a DC 15 Appraise or Perception check. Superior dice (such as wooden dice carved around a naturally heavy point) have DCs ranging from 20 to 30.
MARKED CARDS
PRICE 1 GP
WEIGHT 1 lb. Whether bent, colored, or scratched, marked cards allow an informed user to know what’s on the front of the card by viewing the mark on the back. Realizing that the cards are marked requires
GEAR a DC 25 Perception check or DC 20 Profession (gambler) check. The listed price is for a common paper deck.
POLO GEAR
PRICE 5 SP
WEIGHT 5 lbs.
This includes a leather helmet, a long-handled mallet, and a wooden ball.
PUZZLE BOX
PRICE 1 GP–1,000 GP
WEIGHT 1 lb.–5 lbs.
This box features moving parts, secret panels, or unusual codes and locking mechanisms. Depending on the box, a Disable Device, Knowledge (engineering), Linguistics, or simple Intelligence check might open it. The DC of the check varies with the complexity of the box, but is typically 15 or 20 (retry once per day). Multiple skill checks might be necessary for different stages of the puzzle. If the puzzle box was constructed with the intention that one specific person should be able to open it, that person gets a +5 circumstance bonus on the check.
ROUNDERS GEAR
PRICE 1 SP
WEIGHT 1/2 lb.
Players of this game divide into teams and alternate hitting a small, leather-encased ball with a wooden bat. They run around a field to various safe bases, scoring points when a player completes a circuit through all four bases. The set includes two balls, two bats, and four cloth-stuffed canvas bases.
TENNIS GEAR
PRICE 3 SP
WEIGHT 3 lbs.
This includes a wool-stuffed leather ball and a wooden racket strung with animal gut.
Trade Goods
Merchants commonly exchange trade goods without using currency. Some trade goods are detailed on Table 2–11: Trade Goods. Trade goods are the exception to the rule that you can sell an item for half its price; they’re valuable enough to be exchanged almost as if they were cash itself. Trade goods are usually transported and sold in larger quantities than the amount listed. A farmer may have 10- and 20-pound sacks of potatoes to sell to a large family or restaurant, and be resistant to tearing open a bag just to sell a few individual potatoes. Trade goods fall into several categories. ANIMALS: The listed price is for one live animal. For larger animals such as pigs and cows, the price includes a short length of cheap rope, allowing you to lead the creature away. For smaller animals such as chickens and geese, the purchase might include a bag for carrying them. FOOD: Food items includes staples such as wheat, nuts, or cheese, plus more exotic foods or ingredients such as chilies, coffee beans, or honey. Note that some of the food items here have different prices than in the section on food, because purchasing that item as something ready to eat includes the cost (in money or labor) of preparing and cooking the food.
Table 2–11: Trade Goods PRICE 1 cp 2 cp 3 cp 5 cp 1 sp 5 sp
1 gp
2 gp 3 gp 4 gp 5 gp 6 gp 8 gp 10 gp 15 gp 50 gp 300 gp 500 gp
ADVENTURING GEAR TOOLS AND
ITEM SKILL KITS Guinea pig, rat, wheat (1 lb.) ANIMALS AND Beans (1 lb.), cheese (1 lb.), chicken, flour (1 lb.), TRANSPORTS potatoes (1 lb.), turnips (1 lb.) CLOTHING Charcoal (20 lbs.), citrus (1 lb.), nuts (1 lb.), peat (20 lbs.) ENTERTAINMENT Coffee beans (1 lb.), coal (20 lbs.), masonry stone AND TRADE GOODS (1 lb.), sugar (1 lb.) FOOD Iron (1 lb.) AND DRINK Copper (1 lb.), garlic (1 lb.), mint (1 lb.), mustard LODGING AND (1 lb.), oregano (1 lb.), thin leather (1 sq. yard), SERVICES tobacco (1 lb.) ALCHEMICAL Allspice (1 lb.), basil (1 lb.), cinnamon (1 lb.), REMEDIES dill (1 lb.), glass (1 lb.), goat, honey (1 lb.), ALCHEMICAL maple syrup (1 lb.), nutmeg (1 lb.), rosemary (1 lb.) TOOLS Beaver pelt, chilies (1 lb.), cardamom (1 lb.), cumin ALCHEMICAL (1 lb.), fennel (1 lb.), ginger (1 lb.), pepper (1 lb.), WEAPONS saffron (1 lb.), sheep, vanilla (1 lb.) POISONS Fox pelt, mink pelt, pig, thick leather (1 sq. yard) Ermine pelt, linen (1 sq. yard) Marble (1 lb.), salt (1 lb.), seal pelt, silver (1 lb.) Wool (1 lb. or 1 sq. yard) Cotton (1 lb. or 1 sq. yard) Chocolate (1 lb.), cow, darkwood (1 lb.), silk (1 sq. yard) Cloves (1 lb.), ox, saffron (1 lb.) Cold iron (1 lb.), gold (1 lb.) Adamantine (1 lb.) Mithral (1 lb.), platinum (1 lb.)
For example, turnips as a trade good are 2 cp per pound, but a poor meal (which primarily consists of turnips) is 1 sp per day. You can buy a 10-pound bag of turnips for 2 sp, but you’d have to cut and boil them to turn them into a meal. RAW MATERIALS: Raw materials have little use as-is but can be made into other useful or valuable items. Iron, stone, darkwood, leather, cloth, and fur pelts are raw materials. Metals are usually sold as ingots or rough nuggets, but can be transported or sold as ore. The value of metal ore depends on its grade—how much of it is valuable metal out of the total volume of common rock. For a typical fantasy campaign, an ore’s grade may be as high as 60% (for some particularly rich iron deposits) or as low as 5% (any less than this and it’s not cost-effective to mine it). For convenience, assume that typical ore is 25% grade. Multiply the pure metal’s price per pound by this grade percentage to determine the best value of the ore. For example, gold is 50 gp per pound, so a 25% grade ore is worth about 50 gp � 25% = 12-1/2 gp per pound. Given the cost of smelting, ore is usually worth one-half to three-quarters this value (so the 25% grade gold ore is actually bought and sold for about 6 gp to 9 gp per pound). SPICES: Spices such as garlic, cumin, fennel, salt, and ginger are used to f lavor other foods. They are usually sold in jars, bottles, or waxed-cloth packets.
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Food and Drink
These prices are for meals and beverages in an average city or town. Unless otherwise specif ied, the amount received for the listed price is presumed to be a standard meal serving for a single person.
ABSINTHE
PRICE 3 GP–30 GP
WEIGHT varies
This green alcoholic drink, made from wormwood, is rumored to enhance creativity, which makes it a favored beverage of artists and eccentrics.
ALE
PRICE 4 CP–2 SP
WEIGHT 1 lb.–8 lbs.
Ale is a type of beer brewed from malted barley. It has a sweet, full-bodied, and sometimes fruity taste.
APPLEJACK
PRICE 8 CP–4 GP
WEIGHT 1 lb.–8 lbs.
This even stronger version of hard cider is typically made by allowing hard cider to freeze during the winter cold, then removing the ice to extract much of the water from the cider and concentrate the alcohol.
BAIJIU
PRICE 10 GP
WEIGHT 2 lbs.
This clear alcoholic beverage, distilled from sorghum, is extremely potent, and is often regarded as an acquired taste due to its corrosive flavor.
BANQUET
PRICE 10 GP
WEIGHT —
A banquet includes several food courses, good drinks, and servants to bring the food and take away empty plates. The listed price is for having a banquet at a restaurant (though some restaurant owners can be hired to serve a banquet at a private location). The price listed above is per person.
BREAD
PRICE 2 CP
WEIGHT 1/2 lb.
This is a loaf of bread with a crust that ranges from crisp to soft, depending on the local ingredients and baking methods. Bread may be leavened or unleavened, depending on whether yeast is used to make it rise. Unleavened bread is also known as flatbread, and ranges in thickness from that of a cracker to half an inch thick. Both leavened and unleavened bread may be stuffed with cheese, fruit, olives, meat, or other rich ingredients when prepared for festive occasions. Bread that is left exposed to air becomes dry and stale in about a day.
BUFO
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PRICE 1 GP
WEIGHT 2 lbs.
This drink is a favorite of goblins, boggards, and other primitive humanoids. It is made by soaking a poisonous toad or frog (or its eggs) in weak beer, or by “milking” these animals for their poison and mixing it with the beer (which allows the animal to be used over and over again). Some tribes use wide-mouthed jugs and leave the dead animal inside as a crunchy treat for eating once the drink is gone. A creature drunk on bufo has the dazzled condition in addition to the normal intoxication effect.
CAUIM
PRICE 1 GP
WEIGHT 2 lbs.
This beerlike drink, made from manioc root or corn, requires extensive chewing as part of its production.
CAVIAR
PRICE 50 GP
WEIGHT —
These translucent, salty fish eggs are a delicacy. They are usually eaten as a spread on crackers, boiled eggs, bread, pastries, or vegetables. They tend to spoil quickly and are rare outside of the coastal areas where they are harvested. Purists only consider sturgeon eggs to be true caviar, but others are more relaxed about the definition and include salmon, trout, and whitefish eggs as caviar. In some countries, the roe of larger exotic fish and sea creatures (such as chuul, giant gar, and reefclaws) are eaten as caviar, though at much higher prices.
CHEESE
PRICE 1 SP
WEIGHT 1/2 lb.
The listed price is for a hunk of cheese from a wheel. A 5- or 10-pound wheel of aged cheese is encased in a tough rind, which keeps the interior fresh.
CHOCOLATE
PRICE 5 GP
WEIGHT 1/2 lb.
This dark, bitter treat can be consumed as a solid or melted and added to a beverage such as milk. In some lands it is mixed with sugar or chilies.
COFFEE
PRICE 1 CP
WEIGHT 1/2 lb.
This drink is brewed by pouring boiling water through crushed, roasted coffee beans. Two cups is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour. Brewing your own coffee requires ground coffee beans (5 cp for 1 pound of coffee beans, or 8 cp for 1 pound of ground beans) and a cooking device. You can boil the grounds in a pot, then pour the liquid after allowing the solids to settle, or filter the drink by pouring it through a sieve or cloth. Many travelers prefer the convenience of using a coffee pot (see page 62).
DWARVEN STOUT
PRICE 4 CP
WEIGHT 1/2 lb.
More a family of beers than one single drink, dwarven stout is known by different names in human lands. Dwarven stouts are
GEAR dark beers characterized by a slightly burnt flavor and a foamy head; they are said to be as filling as a meal. Most dwarven clans use a recipe unique to that clan, and family rivalries over the best brew may date back for hundreds of years.
DWARVEN TRAIL RATIONS
PRICE 2 GP
WEIGHT 1-1/2 lbs.
Dwarven trail rations consist of smoked sausages and salted meat, rounded out with hard biscuits and dried vegetables. If you are a dwarf who subsists on nothing but these rations for at least 1 week, you can hustle or make a forced march for an additional hour without ill effects, but cannot do both in the same day. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.
ELVEN TRAIL RATIONS
PRICE 2 GP
WEIGHT 1 lb.
Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.
FORTUNE COOKIE
PRICE 1 CP
WEIGHT —
This twist of hard, baked pastry surrounds a slip of paper that contains cryptic advice.
GNOME TRAIL RATIONS
PRICE 2 GP
WEIGHT 1 lb.
Almost any preserved food can be found in gnome trail rations, which are designed to keep a wandering gnome from needing to dine on the same meal twice in a week. If you are a gnome who subsists on nothing but these rations for at least 1 week, you are treated as being 1 Hit Die higher for the purposes of spells and supernatural abilities that have variable effects based on Hit Dice, such as color spray and sleep. This does not actually improve your caster level, character level, or Hit Dice in any other way. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.
GROG
PRICE 2 CP
WEIGHT 1/2 lb.
A foul mix of different alcohols and whatever’s handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one’s first choice of drink, but anyone who’s spent enough time on a ship has had at least a taste.
HAGGIS
PRICE 1 SP
WEIGHT 1-1/2 lbs.
This dish is a meaty pudding made of sheep organs (mainly heart, liver, and lungs) minced with onion, oats, fat, spices,
ADVENTURING GEAR
Table 2–12: Food and Drink ITEM
PRICE
WEIGHT
TOOLS AND SKILL KITS
Absinthe (glass) 3 gp — ANIMALS AND Absinthe (bottle) 30 gp 1-1/2 lbs. TRANSPORTS Ale (mug) 4 cp 1 lb. Ale (gallon) 2 sp 8 lbs. CLOTHING Applejack (mug) 8 cp 1 lb. ENTERTAINMENT Applejack (gallon) 4 sp 8 lbs. AND TRADE GOODS Baijiu (bottle) 10 gp 2 lbs. FOOD Banquet (per person) 10 gp — AND DRINK Bread 2 cp 1/2 lb. Bufo (jug) 1 gp 2 lbs. LODGING AND SERVICES Cauim (gourd) 1 gp 2 lbs. Caviar 50 gp — ALCHEMICAL REMEDIES Cheese 1 sp 1/2 lb. Chocolate (bar) 5 gp 1/2 lb. ALCHEMICAL TOOLS Coffee (cup) 1 cp 1/2 lb. Dwarven stout (mug) 4 cp 1/2 lb. ALCHEMICAL Dwarven trail rations 2 gp 1-1/2 lbs.* WEAPONS Elven trail rations 2 gp 1 lb.* POISONS Fortune cookie 1 cp — Gnome trail rations 2 gp 1 lb. * Grog (mug) 2 cp 1/2 lb. Haggis 1 sp 1-1/2 lbs. Halfling trail rations 2 gp 1/2 lb.* Honey (jar) 1 gp 1/2 lb. Ice cream 1 sp — Jungle coffee (cup) 3 cp 1/2 lb. Kahve (cup) 2 cp 1/2 lb. Kumis (wineskin) 5 sp 1-1/2 lbs. Maple syrup (jar) 1 gp 1/2 lb. Mead (mug) 5 cp 1/2 lb. Mead (gallon) 2 gp 8 lbs. Meal, poor (per day) 1 sp — Meal, common (per day) 3 sp — Meal, good (per day) 5 sp — Meat 3 sp 1/2 lb. Milk 5 cp 1/2 lb. Oldlaw whiskey (bottle) 20 gp 1 lb. Orc trail rations 1 gp 1 lb.* Powdered milk 1 sp 1 lb. Pulque (cup) 1 sp 1/2 lb. Pulque (wineskin) 4 sp 2 lbs. Rumboozle (cup) 1 sp 1/2 lb. Sealord wine (bottle) 15 gp 1/2 lb. Street meat 1 cp 1/2 lb. Tea (cup) 2 cp 1/2 lb. Tea, ceremonial (cup) 4 cp 1/2 lb. Tea ceremony set 25 gp 5 lbs. Tepache (cup) 5 cp 1/2 lb. Trail rations 5 sp 1 lb.* Travel cake mix 1 sp 1 lb. Wandermeal (per day) 1 cp 1/2 lb.* Whiskey (cup) 1 sp 1/2 lb. Wine, common (pitcher) 2 sp 6 lbs. Wine, fine (bottle) 10 gp 1-1/2 lbs. Yogurt 1 sp 1/2 lb. * These items weigh one-quarter this amount when made for Small characters.
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UlTimaTe eqUipmeNT and salt, wrapped in a sheep stomach and slow-cooked. Though its ingredients discourage cautious eaters, fans of haggis consider it a hearty meal with a wonderful texture. It is usually served with turnips, potatoes, and whiskey.
HALFLING TRAIL RATIONS
PRICE 2 GP
WEIGHT 1/2 lb.
A day’s worth of halfling trail rations is actually more than what a typical adventuring halfling eats in a day—a full belly strengthens a halfling’s resolve. Common foods include sweetened dried fruit, aged sausage, hard sharp cheese, honey cakes, and a mixture of roasted grains, nuts, and molasses. If you are a halfling who subsists on nothing but these rations for at least 1 week, you reduce the penalty for the shaken condition from –2 to –1. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.
HONEY
PRICE 1 SP
WEIGHT —
This exotic dessert is made with milk and cream, often flavored with fruit or mint. Because it quickly melts at room temperature, it must be made fresh from snow or ice, or maintained at a low temperature, such as in a cold cellar or with alchemy or magic. This limitation means it is expensive and in most lands it is only available during certain seasons. The listed price is for a large scoop (1 cup).
JUNGLE COFFEE
PRICE 3 CP
WEIGHT 1/2 lb.
Coffee brewed “jungle style” has a winelike acidic taste that is too strong for a novice palate.
KAHVE
PRICE 2 CP
WEIGHT 1/2 lb.
This style of coffee is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. Kahve is drunk throughout the day, both at home and at coffeehouses around town. The grounds left in the bottom of a cup are sometimes used for fortune-telling.
KUMIS
PRICE 5 SP
WEIGHT 1-1/2 lbs.
This alcoholic beverage, made from fermented horse milk, has approximately the same potency as typical beer. It is served cold.
MAPLE SYRUP
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MEAD
PRICE 5 CP–2 GP
WEIGHT 1/2 lb.–8 lbs.
This alcoholic beverage is made by fermenting honey and water. It may be flavored with spices, fruit, or hops.
MEALS
PRICE varies
WEIGHT —
The listed price is for a day’s worth of meals. Poor meals might consist of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might consist of bread and pastries, beef, peas, and ale or wine.
PRICE 1 GP
WEIGHT 1/2 lb.
This golden liquid is used as a sweetener. It naturally resists spoilage, and if stored in a sealed wooden, glass, or ceramic container it can be used to preserve fruit, nuts, meat, or even leather for decades.
ICE CREAM
This sweet liquid comes from tapping, and partially draining, the sap of maple trees during the early spring. The sap is then boiled down into a syrup, though it is sometimes thickened further and then poured over snow to create a taffylike candy, known as snow candy.
PRICE 1 GP
WEIGHT 1/2 lb.
MEAT
PRICE 3 SP
WEIGHT 1/2 lb.
This is a chunk of meat big enough to be a meal. In most temperate locations, it is meat from a fish (or other seafood), pig (bacon, ham, or pork), sheep (lamb or mutton), chicken, quail, duck, goose, goat (chevon), rabbit, deer (venison), cow (beef), or horse. In other climates and cultures it may instead be meat from a moose, seal, whale, walrus, caribou, reindeer, dog, cat, alpaca, snake, rat, guinea pig, lizard, frog, or insect. Inns with frequent adventurer clientele may have more exotic meats on the menu such as the meat of basilisks, dinosaurs, dire animals, giant scorpions, girallons, hydras, or shocker lizards, costing anywhere from 1–100 gp per meal depending on the danger and rarity of the creature.
MILK
PRICE 5 CP
WEIGHT 1/2 lb.
Milk is a nutritious liquid created by mammals, in particular cows, goats, sheep, and horses. Fresh milk is thick and tends to separate. Often, the cream is allowed to rise to the top and then skimmed off, with the remainder served as a beverage.
OLDLAW WHISKEY
PRICE 20 GP
WEIGHT 1 lb.
This single-malt whiskey is made with a recipe that’s nearly 200 years old, and is a favorite alcoholic beverage of old soldiers everywhere.
ORC TRAIL RATIONS
PRICE 1 GP
WEIGHT 1 lb.
A typical orc trail ration consists of coarse black bread, thin sausages as hard as leather that must be chewed slowly to soften them, dried meat of uncertain origin, and pungent peppers. If you are an orc or half-orc who subsists on nothing but these rations for at least 1 week, you add +2 to the DC to resist any Intimidate checks you make. This bonus
GEAR lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.
POWDERED MILK
PRICE 1 SP
WEIGHT 1 lb.
This dry powder can be mixed with water to produce skim milk. It is dried by slowly adding millet flour to milk while heating it, cooking it down until it becomes thick, then allowing it to dry. Powdered milk is sold in sealed pots or jars. One pound makes approximately 1 gallon of milk.
PULQUE
PRICE 1 SP–4 SP
WEIGHT 1/2 lb.–2 lbs.
This nutritious milk-colored alcoholic beverage is fermented from the heart of the agave or century plant.
RUMBOOZLE
PRICE 1 SP
WEIGHT 1/2 lb.
A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns.
SEALORD WINE
PRICE 15 GP
WEIGHT 1/2 lb.
These red and white wines grown in certain coastal vineyards have a sweet–tart flavor valued by nobles in many lands.
STREET MEAT
PRICE 1 CP
WEIGHT 1/2 lb.
Usually sold by vendors on a thin wooden stick, these small chunks of cooked meat often come from many different sorts of creatures—rats and pigeons are the most common.
TEA
PRICE 2 CP–4 CP
WEIGHT 1/2 lb.
A popular beverage in many regions, tea may be green or black, depending on when the leaves are picked and how they are prepared. It may be served unadorned, or with milk, sugar, lemon, or spices.
TEA CEREMONY SET
PRICE 25 GP
WEIGHT 5 lbs.
This includes a tray, a teapot, a whisk, a bowl to mix the tea in, four tiny cups, and a decorative box in which to store all of these items. The ceremonial brewing of tea is part of the classical tea ceremony. Knowing the proper steps for preparing and participating in a tea ceremony requires a successful DC 15 Knowledge (nobility) skill check.
TEPACHE
PRICE 1 SP
WEIGHT 1/2 lb.
This mildly alcoholic beverage is made of beer, pineapple (or other tropical fruit), sugar, and cinnamon, then fermented a few days and served cold with chili powder. It is sweet and pleasant but common only in warmer climates.
TRAIL RATIONS
PRICE 5 SP
WEIGHT 1 lb.
The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.
TRAVEL CAKE MIX
PRICE 1 SP
WEIGHT 1 lb.
This mixture of flour, powdered milk, natron, sugar, and salt lasts for months in a sealed container. When mixed with water (eggs are optional), it creates a batter you can use to make biscuits (or other quickbreads such as pancakes, waffles, scones, or muffins) or a cake. One pound of travel cake mix makes a dozen biscuits.
WANDERMEAL
PRICE 1 CP
WEIGHT 1/2 lb.
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.
WHISKEY
ADVENTURING GEAR TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 1 SP
WEIGHT 1/2 lb.
Whiskey is a distilled beverage made from fermented grain mash (typically barley, corn, malt, rye, or wheat) aged in a wooden cask. The longer the drink ages in the cask, the smoother the final product.
WINE
PRICE 2 SP–10 GP
WEIGHT 1-1/2 lb.–6 lbs.
Wine is made from fermented fruit juice, usually grapes, but also sometimes berries, apples, or even rice (sake). The lower listed price is for unremarkable common wine and the higher is for significantly finer wine, though wine from certain vintners (and specific years) may fetch much higher prices. In colder climates, wine is often mulled with fruit, spices, honey, and almonds and served as a warming beverage during the winter.
YOGURT
PRICE 1 SP
WEIGHT 1/2 lb.
This thick, fermented milk has a tangier taste than unprocessed milk. It may be sweetened with fruit, honey, or jam; blended with chopped herbs and oil to create a sauce; or mixed with water and salt, sugar, fruit, or mint as a drink.
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Lodging and Services
These prices are for lodging and services in a typical city or town.
BATH
PRICE
2 CP–1 GP
A cold bath usually involves someone else’s used soapy bath water. A hot bath is a one-person washtub filled with hot water one pot at a time. A public bath is a bath facility (such as a bath house or resort) that provides hot water, soap, and cologne or perfume, and may also offer wading pools, massages, or other services for an additional cost. Some public baths require membership or a minimum social status.
COMPANION
PRICE
5 CP–10 GP
Whether a brazen strumpet, gigolo, saucy tart, escort, or expensive doxy, this person is available for an adventurer who needs intimacy. An hour’s diversion typically costs a few silver pieces plus the price of a room.
DOCTOR
PRICE
1 GP
A doctor is a person skilled in nonmagical healing and medicine. A typical doctor is a 3rd-level expert with 3 ranks in Heal, the Skill Focus (Heal) feat, and ranks in other valuable skills such as Knowledge (nature) and Knowledge (religion). An experienced doctor is up to 5th level, has additional ranks in appropriate skills, and is paid five to 10 times as much; however, these doctors are in high demand and are usually employed full-time by royalty. A doctor generally knows a little bit about what local magical healing can do and where to find it. The listed price is per day.
FOOTMAN
PRICE
5 SP
A footman is a house servant in good physical shape, who is dressed in his employer’s livery and capable of running ahead of his employer to make arrangements at a destination (such as an inn or a noble’s mansion). This is a position of lesser rank than a valet, and is often a status symbol for the employer, with taller or better-looking employees earning higher wages as footmen. A skilled and personable footman can hope to eventually become a valet. The listed price is per day.
HIRELING
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PRICE
1 SP–3 SP PER DAY
This listing is for any other sort of typical employment not covered by another service or job in this section. An untrained hireling is a crier, laborer, maid, mourner, porter, or other menial worker. A trained hireling is a mason, mercenary warrior, carpenter, blacksmith, cook, scribe, painter, teamster, and so on. The listed price represents a minimum wage for an adequately skilled worker, and an expert hireling usually requires significantly higher pay. The listed price is a day’s wages (generally 7–10 hours of work per day).
Typical equipment for a guard or mercenary warrior is studded leather armor and a club, shortsword, or shortspear. Most guards are off-duty soldiers or city watchmen, though some are unskilled laborers with a talent for fighting.
INN STAY
PRICE
2 SP–32 GP
The listed price is for a single night’s stay at an inn. Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner. Inn Suite: Only available in larger and more expensive inns, a suite is a rented bedroom and an attached private room. A small suite includes a fireplace and good lock on the outer door. An average suite includes a fireplace, a superior lock on the door, and either two bedrooms or one larger bedroom. A luxurious suite includes a fireplace, a superior lock on the outer door, and two large or three or four smaller bedrooms, plus servants on call to clean, cook, help with dressing, or send messages.
LAUNDRY
PRICE
1 SP–1 GP
The listed price is for up to four items (such as trousers, an undergarment, shirt, and jacket or vest). Additional items may be washed for 3 cp each. Laundry is finished the next day unless you bring it to the washer early. Magical laundry service is a mage (typically an apprentice wizard) magically and instantly cleaning your clothes with prestidigitation.
LAWYER
PRICE
5 SP–10 GP
A lawyer is a person who knows and practices law. A lawyer writes and interprets contracts, represents clients or the government in civil and criminal trials, gives legal advice, or presides over cases as a judge. An experienced lawyer with a successful history can charge higher fees than a novice or competent but unremarkable one. The listed price is per day.
MESSENGER
PRICE
2 CP PER MILE
A messenger carries a written or verbal message to its intended target. Verbal messages must be short enough for the messenger to memorize (typically about 25 words). A few messengers have exceptional memories and charge 5 sp to relay a verbal message of up to 300 words. Most messengers are only willing to travel to locations within the current city or outlying areas. You can pay a messenger the return fee if you want her to wait for the message recipient to reply, just in case the recipient is too miserly or poor to pay for a return message. Depending on the location and the overall wealth in a settlement, a messenger may be a runner or ride a horse. If you can find someone already traveling to a place, she may only charge you half as much to carry your message.
GEAR
NURSE
PRICE
7 SP
A nurse is a person familiar with healing and medicine. A typical nurse is a 1st-level expert with 1 rank in Heal and the Skill Focus (Heal) feat. An experienced nurse is 3rd or 4th level, has additional ranks in Heal, and is paid two to three times as much; however, these nurses are in high demand and are normally employed full-time by wealthy merchants or nobles to look after children and elderly family members. A nurse generally knows a little bit about what local magical healing can do and where to find it. The listed price is per day.
ROAD OR GATE TOLL
PRICE
1 CP
Cities and towns often use gate tolls to generate additional income, to favor local sellers over visiting merchants, to discourage heavy traffic in congested areas, or to recoup the cost of constructing and maintaining the road or gate. Bridge tolls are also popular, as most travelers have no easy way to circumvent them.
SCRIBE
PRICE
1 GP/10 GP
A scribe is a literate person with clear handwriting who can take dictation or transcribe text documents. You must provide ink and writing materials, though the scribe can acquire these for you at half price. Scribes cannot copy magical writing. A scribe who can accurately copy a map is rare and demands a higher wage. The listed price is per day.
SPELLCASTING
PRICE
VARIES
The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This price assumes that you can go to the spellcaster and have the spell cast at her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question, though you may be lucky enough to find someone who has it prepared that day or a spontaneous caster who knows it). If you want to bring the spellcaster somewhere to cast a spell (for example, to cast dispel magic on a magical seal in a dungeon) you need to negotiate with her; the default answer to such requests is typically no, since most people don’t actually like to go on unexpected life-threatening adventures. The price given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. 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. If a spell has dangerous consequences (such as contact other plane, which has a risk of decreasing the caster’s Intelligence and Charisma), the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). If these
ADVENTURING GEAR
Table 2–13: Lodging and Services
TOOLS AND SKILL KITS
ITEM
PRICE
Bath (cold) Bath (hot) Bath (public) Companion Doctor Footman Hireling (untrained) Hireling (trained) Inn stay (poor) Inn stay (common) Inn stay (good) Inn suite (small) Inn suite (average) Inn suite (luxurious) Laundry Laundry (magic) Lawyer (novice) Lawyer (competent) Lawyer (experienced) Messenger Nurse Road or gate toll Scribe (text) Scribe (map) Spellcasting Valet * See description.
2 cp 6 cp 2 sp–1 gp 5 cp–10 gp 1 gp 5 sp 1 sp per day 3 sp per day 2 sp 5 sp 2 gp 4 gp 16 gp 32 gp+ 1 sp 1 gp 5 sp 3 gp 10 gp 2 cp per mile 7 sp 1 cp 1 gp 10 gp caster level × spell level × 10 gp* 1 gp
ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
additional costs put the total spellcasting price above 3,000 gp, the spell is not generally available. 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 (one for the caster to take you there and one for the caster to return), even if you aren’t returning with the caster. Not every town or village has a spellcaster of sufficient level to cast any spell. 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 4thlevel spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9thlevel spells.
VALET
PRICE
1 GP
This title includes valets, butlers, lady’s maids, ladies-inwaiting, secretaries, stewards, concierges, majordomos, manservants, bodyservants, and other skilled, trusted servants and employees who work closely with an employer or run a household or business, sometimes without direct supervision. The listed price is per day.
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Alchemical Remedies
FIRE WARD GEL
Alchemical remedies are substances used to overcome a negative condition or ward against a specif ic kind of attack. You use most remedies by drinking them or applying them to your skin or clothing. All of these substances can be made by a character with the Craft (alchemy) skill; the DC to craft each item is listed in Table 2–14: Alchemical Remedies.
ALCHEMICAL GREASE
PRICE 5 GP
WEIGHT 1 lb.
Each pot of this slick black goo has sufficient contents to cover one Medium creature or two Small ones. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.
ALCHEMIST’S KINDNESS
PRICE 1 GP
WEIGHT —
Favored by young rakes and other well-to-do inebriates, this crystalline powder resembles salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.
ANTIPLAGUE
PRICE 50 GP
WEIGHT —
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result. PRICE 50 GP
ANTITOXIN
WEIGHT — This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from fire or heat damage. You gain fire resistance 5. The gel burns away as it absorbs fire damage; when it absorbs a total of 20 points of fire damage, it is discharged. Fire ward gel counts as protection from energy for the purpose of stacking multiple fire protection effects. Applying fire ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of fire ward gel do not stack; applying more while a dose is active merely resets the potential amount of fire damage absorbed to 20 points.
FROST WARD GEL
BLADEGUARD
100
WEIGHT —
This clear resin protects a weapon from harmful attacks made by oozes and rust monsters, as well as from similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round per pot. Immersing the weapon in water or similar liquid washes it off.
PRICE 150 GP
WEIGHT 1 lb.
When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold damage. You gain cold resistance 5. The gel flakes away as it absorbs cold damage; when it absorbs a total of 20 points of cold damage, it is discharged. Frost ward gel counts as protection from energy for the purpose of stacking multiple cold protection effects. Applying frost ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of frost ward gel do not stack; applying more while a dose is active merely resets the potential amount of cold damage absorbed to 20 points.
MEDITATION TEA
PRICE 30 GP
WEIGHT —
Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.
PADZAHR PRICE 40 GP
PRICE 150 GP
WEIGHT 1 lb.
PRICE 80 GP
WEIGHT —
Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals you of 1 point of Constitution damage as if you had benefited from a full night’s rest. Taking multiple doses in an hour does not increase the rate of healing; you must take each individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses of padzahr in 1 day has no effect.
GEAR
SMELLING SALTS
PRICE 25 GP
WEIGHT —
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.
SOOTHE SYRUP
PRICE 25 GP
WEIGHT 1/2 lb.
This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup, you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
SOUL STIMULANT
PRICE 300 GP
WEIGHT —
This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.
TROLL OIL
PRICE 50 GP
WEIGHT 1 lb.
This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.
TWITCH TONIC
PRICE 45 GP
WEIGHT — This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against
ADVENTURING GEAR
Table 2–14: Alchemical Remedies ITEM
Alchemical grease Alchemist’s kindness Antiplague Antitoxin Bladeguard Fire ward gel Frost ward gel Meditation tea Padzahr Smelling salts Soothe syrup Soul stimulant Troll oil Twitch tonic Vermin repellent Wismuth salix
PRICE
WEIGHT
CRAFT DC
5 gp 1 gp 50 gp 50 gp 40 gp 150 gp 150 gp 30 gp 80 gp 25 gp 25 gp 300 gp 50 gp 45 gp 5 gp 30 gp
1 lb. — — — — 1 lb. 1 lb. — — — 1/2 lb. — 1 lb. — — —
15 20 25 25 15 25 25 20 25 25 15 30 30 25 20 20
these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.
VERMIN REPELLENT
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 5 GP
WEIGHT —
This vile-smelling white paste keeps vermin at bay if spread on your skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square. Vermin repellent has no adverse effect on vermin of Small size or larger, though if an attacking vermin has a choice of targets that are respectively covered and not covered in repellent, it usually chooses the creatures without repellent. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off. Vermin repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (see the Universal Monster Rules in the Bestiary).
WISMUTH SALIX
PRICE 30 GP
WEIGHT —
This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial of wismuth salix, taken in small doses during the day, alleviates these symptoms. If you drink an entire vial of wismuth salix, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial of wismuth salix (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.
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Alchemical Tools
ARMOR OINTMENT
Alchemical tools are adventuring items that can prove extremely useful in a variety of situations, including battles, dungeon-delving, or crafting other alchemical items. All of these tools can be made by a character with the Craft (alchemy) skill; the DC to craft the item is listed in Table 2–15: Alchemical Tools.
ALCHEMICAL CEMENT
PRICE 5 GP WEIGHT 2 lbs.
You mix this fine gray powder with water and a cubic foot of sand or gravel to form a durable stone-like material. Until it cures, it has the consistency of thick mud, and you must hold it in place (typically with a frame of earth or wood) if you want it to harden in a specific shape. It takes 1d10+10 minutes for the cement to partially cure, gaining hardness 2 and 5 hit points per inch of thickness. After 1d6 hours the cement is fully cured and as hard as true stone.
ALCHEMICAL GLUE
PRICE 20 GP WEIGHT 1/2 lb.
This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.
ALCHEMICAL GLUE ACCELERANT
PRICE 25 GP WEIGHT —
This tiny dropper contains a liquid that speeds up the cure time of alchemical glue. Applying the accelerant is a standard action. Accelerated glue is tacky after 1 round and fully cured in 1 minute. The dropper contains 20 doses; each dose is sufficient to cure one small application of alchemical glue. The entire dropper must be used to cure a full square foot of glue.
ALCHEMICAL SOLVENT
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PRICE 20 GP WEIGHT 1/2 lb.
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.
PRICE 30 GP WEIGHT 1 lb.
This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor’s armor check penalty by 1 (to a minimum of –1) for 8 hours.
BLACKFIRE CLAY
PRICE 20 GP WEIGHT 10 lbs.
This pliant black clay is always pleasantly warm to the touch. Working blackfire clay in your hands for a full round causes the clay to grow much warmer, granting you a +4 alchemical bonus on saving throws made to resist cold weather. You can combine five blocks of clay over the course of a minute to produce a source of warmth equivalent to a small campfire, allowing you to heat a campsite and cook food. Blackfire clay only produces heat, never light, smoke, or odor. The clay emits warmth for 1 hour before hardening into an unusable lump. A newly created brick of blackfire clay is composed of 10 blocks.
BLOODBLOCK
PRICE 25 GP WEIGHT —
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).
BUOYANT BALLOON
PRICE 10 GP WEIGHT 1 lb.
This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.
CANDLEROD
PRICE 1 GP WEIGHT 1 lb.
Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.
GEAR
CASTING PLASTER
PRICE 5 SP WEIGHT 5 lbs.
This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1 and 5 hit points per inch of thickness. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.
CHILL CREAM
PRICE 15 GP WEIGHT 1 lb.
This sticky light blue paste grows pleasantly cool to the touch whenever it is exposed to light. Spreading a dose on your face and hands takes a full-round action and grants you a +2 alchemical bonus on saves to resist hot weather. In areas of bright light this bonus increases to +4, while in areas of dim light or darkness it is negated. A dose of chill cream lasts for 1 hour after being applied. A newly crafted bottle of chill cream holds 5 doses.
DEFOLIANT
PRICE 30 GP WEIGHT —
This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn’t make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.
EMBALMING FLUID
PRICE 50 GP WEIGHT 10 lbs.
This fluid is used to preserve corpses, whether for later dissection, taxidermy, necromancy, or magic such as raise dead. Embalming fluid is technically a poison, and using it makes a corpse unpalatable to most animals and vermin, though corpse-eating undead don’t mind the taste. Treating a corpse with embalming fluid takes 1 hour and a successful DC 25
ADVENTURING GEAR
Table 2–15: Alchemical Tools ITEM
PRICE
Alchemical cement 5 gp Alchemical glue 20 gp Alchemical glue accelerant 25 gp Alchemical solvent 20 gp Armor ointment 30 gp Blackfire clay 20 gp Bloodblock 25 gp Buoyant balloon 10 gp Candlerod 1 gp Casting plaster 5 sp Chill cream 15 gp Defoliant 30 gp Embalming fluid 50 gp Foaming powder 10 gp Glowing ink 5 gp Impact foam 25 gp Invisible ink (simple) 2 gp Invisible ink (average) 10 gp Invisible ink (good) 25 gp Invisible ink (superior) 75 gp Light detector 1 gp Marker dye 15 gp Mending paste 25 gp Nushadir 10 gp Rusting powder 60 gp Scent cloak 20 gp Smoke pellet 25 gp Smokestick 20 gp Sunrod 2 gp Tindertwig 1 gp Water purification sponge 25 gp Weapon blanch (adamantine) 100 gp Weapon blanch (cold iron) 20 gp Weapon blanch (silver) 5 gp
WEIGHT CRAFT DC
2 lbs. 1/2 lb. — 1/2 lb. 1 lb. 10 lbs. — 1 lb. 1 lb. 5 lbs. 1 lb. — 10 lbs. 1 lb. — 1 lb. — — — — — 1 lb. 1/2 lb. 1 lb. — 2 lbs. — 1/2 lb. 1 lb. — 1 lb. 1/2 lb. 1/2 lb. 1/2 lb.
15 20 25 20 15 20 25 15 20 25 15 25 25 20 15 20 15 20 20 25 10 15 25 20 30 20 20 20 25 25 15 25 20 20
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
Heal check. The embalmed corpse decays at half the normal rate (each day dead counts as half a day for the purpose of raise dead).
FOAMING POWDER
PRICE 10 GP WEIGHT 1 lb.
When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless contained, in 1 round the foam fills a 5-foot-square to a depth of 2 feet. When multiple pounds of powder are used, the foam expands at a rate of one 5-foot square per round. Ground covered with the foam is treated as difficult terrain, but is otherwise harmless. After 1 hour, the foam hardens to form a buoyant material roughly the density of honeycomb. The cured foam is easy to cut, with hardness 0 and 5 hit points per foot of thickness. The cured foam breaks down over a few days, and even faster if exposed to water. Casting transmute mud to rock on uncured foam converts it into a soft, pumice-like stone (hardness 2, 5 hit points per inch of thickness).
103
UlTimaTe eqUipmeNT GLOWING INK
PRICE 5 GP WEIGHT —
Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.
IMPACT FOAM
PRICE 25 GP WEIGHT 1 lb.
This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.
INVISIBLE INK Simple Average Good Superior
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PRICE varies WEIGHT — 2 GP 10 GP 25 GP 75 GP
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality). Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger). Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger). Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger). Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).
LIGHT DETECTOR
PRICE 1 GP WEIGHT —
This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.
PRICE 15 GP WEIGHT 1 lb.
MARKER DYE
This dye (available in several colors) creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.
MENDING PASTE
PRICE 25 GP WEIGHT 1/2 lb.
You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile quality (see page 22). Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.
PRICE 10 GP WEIGHT 1 lb.
NUSHADIR
This reagent is often stored in the form of small, salty pellets in a dry container, though it can also be mixed with a flask of water and carried that way. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).
RUSTING POWDER
PRICE 60 GP WEIGHT —
This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5
GEAR ADVENTURING GEAR alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object. Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
SCENT CLOAK
PRICE 20 GP WEIGHT 2 lbs.
This collection of coarsely ground spices, seeds, musk, and alchemical reagents are meant to be rubbed into your skin and clothes in order to override your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint you if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.
SMOKE PELLET
PRICE 25 GP WEIGHT —
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
SMOKESTICK
PRICE 20 GP WEIGHT 1/2 lb.
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
SUNROD
PRICE 2 GP WEIGHT 1 lb.
This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It 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). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
TINDERTWIG
PRICE 1 GP WEIGHT —
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface (a move action). Creating a flame with a tindertwig is much faster than creating a flame with tinder and a flint and steel or magnifying glass. Lighting a torch with a tindertwig is a standard action rather than a full-round action, and lighting any other fire with one is at least a standard action. A tindertwig burns for 1d2 rounds and sheds light as a candle. Tindertwigs are waterproof, but must be dried before you can strike them.
WATER PURIFICATION SPONGE
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 25 GP WEIGHT 1 lb.
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
WEAPON BLANCH Adamantine Cold iron Silver
PRICE varies WEIGHT 1/2 lb. 100 GP 20 GP 5 GP
These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until you make a successful attack with the weapon. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.
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Alchemical Weapons
Alchemical weapons are designed to harm others, though they may have additional uses. Each of these substances can be made with the Craft (alchemy) skill; the DC to craft the item is at the end of each item.
ACID
PRICE 10 GP WEIGHT 1 lb.
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Crafting this item is a DC 15 Craft (alchemy) check.
ALCHEMIST’S FIRE
PRICE 20 GP WEIGHT 1 lb.
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.
ALKALI FLASK
PRICE 15 GP WEIGHT 1 lb.
This flask of caustic liquid reacts with an ooze’s natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage. Crafting this item is a DC 20 Craft (alchemy) check.
BANSHEE BALLERINA FIREWORK
106
PRICE 75 GP WEIGHT —
This small firework burns brightly and makes a loud, eerie whistling sound. It can be thrown to target an intersection as a splash weapon. Any creatures within 5 feet of the noise are effectively deafened while they remain in the area, as even the loudest sounds they make are drowned out by the
piercing sound. A banshee ballerina firework burns for 1d4+1 rounds before extinguishing itself with a quiet puff of smoke. Crafting this item is a DC 30 Craft (alchemy) check.
BOTTLED LIGHTNING
PRICE 40 GP WEIGHT 1 lb.
Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates). Crafting bottled lightning is a DC 25 Craft (alchemy) check.
BURST JAR
PRICE 35 GP WEIGHT 1 lb.
This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Crafting this item is a DC 25 Craft (alchemy) check.
FLAME FOUNTAIN FIREWORK
PRICE 100 GP WEIGHT —
This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage). The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted. Crafting this item is a DC 25 Craft (alchemy) check.
FLASH POWDER
PRICE 50 GP WEIGHT —
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this item is a DC 20 Craft (alchemy) check.
GEAR ADVENTURING GEAR
Table 2–16: Alchemical Weapons
TOOLS AND SKILL KITS
SIMPLE WEAPONS LIGHT MELEE WEAPONS
PRICE
DMG
CRITICAL
RANGE
WEIGHT
Liquid blade
40 gp
1d6
19–20/×2
—
2 lbs.
TYPE
SPECIAL
P
Fragile, see text
CLOTHING
ONE-HANDED MELEE WEAPONS
Flame fountain firework
100 gp
1d8
×2
10 gp 20 gp 15 gp 75 gp 40 gp 35 gp 50 gp 100 gp 50 gp 25 gp 60 gp 5 gp 40 gp 1 gp 50 gp 70 gp 100 gp 150 gp 25 gp 50 gp 60 gp 5 gp 500 gp 150 gp 50 gp 30 gp
1d6 ×2 1d6 ×2 1d6 ×2 — — 1d8/1 ×2 1 — — — 2d6/1d6 ×2 — — 2d4 ×2 — — 1d3 ×2 1d6 ×2 — — 1d6/1d6/1d6 — 1d6/1d6/1d6 — 1d6/1d6/1d6 — 1d6/1d6/1d6 — 1d4 ×2 2d6 — — — 1/1 Blindness 1d6 — 1d6 — — — — —
—
—
10 ft. 10 ft. 10 ft. 10 ft. 20 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 5 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 5 ft. 10 ft. 10 ft. 10 ft. 20 ft.
1 lb. 1 lb. 1 lb. — 1 lb. 1 lb. — 1 lb. 1 lb. 1 lb. 2 lbs. — 2 lbs. — 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. 2 lbs. — 100 lbs. 5 lbs. 4 lbs. 1 lb.
Fire
See text
Acid Fire Acid Sonic Electricity/sonic Sonic Light B/fire Poison — Poison Fire Cold — B/P/fire B/P/fire B/P/fire B/P/fire P Fire Poison Fire/nonlethal Fire Fire — Sonic
Splash Splash Splash, see text Area, see text See text Splash, see text Area, see text Area, see text Splash, see text Splash, see text Splash, see text See text Splash See text Area, see text Area, see text Area, see text Area, see text Splash Areas Splash, see text See text Area Entangle, see text Entangle Area, see text
RANGED WEAPONS
Acid Alchemist’s fire Alkali flask Banshee ballerina firework Bottled lightning Burst jar Flash powder Fuse grenade Ghast retch flask Holy water Itching powder Keros oil Liquid ice Paper candle firework Pellet grenade, iron Pellet grenade, silver Pellet grenade, cold iron Pellet grenade, adamantine Shard gel Skyrocket firework Sneezing powder Star candle firework Starfountain firework Tangleburn bag Tanglefoot bag Thunderstone
FUSE GRENADE
PRICE 100 GP WEIGHT 1 lb.
This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon. Crafting this item is a DC 25 Craft (alchemy) check.
GHAST RETCH FLASK
ANIMALS AND TRANSPORTS
PRICE 50 GP WEIGHT 1 lb.
Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude
ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flank hits are sickened for 1 round. This is a poison effect. Crafting this item is a DC 20 Craft (alchemy) check.
HOLY WATER
PRICE 25 GP WEIGHT 1 lb.
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
107
UlTimaTe eqUipmeNT A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.
ITCHING POWDER
PRICE 60 GP WEIGHT 2 lbs.
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
KEROS OIL
PRICE 5 GP WEIGHT —
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action). Crafting this item is a DC 15 Craft (alchemy) check.
LIQUID BLADE
108
PRICE 40 GP WEIGHT 2 lbs.
You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a move action), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a Medium short sword with the fragile quality (see page 22). The blade lasts for 10 minutes, after which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a fullround action; when the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, the poison does so as well. Crafting a liquid blade is a DC 15 Craft (alchemy) check.
LIQUID ICE
PRICE 40 GP WEIGHT 2 lbs.
Also known as “alchemist’s ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash. Crafting this item is a DC 25 Craft (alchemy) check.
PAPER CANDLE FIREWORK
PRICE 1 GP WEIGHT —
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds. Crafting this item is a DC 20 Craft (alchemy) check.
PELLET GRENADE Iron Silver Cold iron Adamantine
PRICE varies WEIGHT 1 lb. 50 GP 70 GP 100 GP 150 GP
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use. Crafting a pellet grenade is a DC 25 Craft (alchemy) check.
SHARD GEL
PRICE 25 GP WEIGHT 1 lb.
This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area. Crafting a flask of shard gel is a DC 20 Craft (alchemy) check.
GEAR
SKYROCKET FIREWORK
PRICE 50 GP WEIGHT 1 lb.
When lit, this footlong wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round. Crafting this item is a DC 25 Craft (alchemy) check.
SNEEZING POWDER
PRICE 60 GP WEIGHT 2 lbs.
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
STAR CANDLE FIREWORK
PRICE 5 GP WEIGHT —
When lit, this footlong wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty. Crafting this item is a DC 20 Craft (alchemy) check.
STARFOUNTAIN FIREWORK
PRICE 500 GP WEIGHT 100 lbs.
This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour. Crafting this item is a DC 25 Craft (alchemy) check.
TANGLEBURN BAG
PRICE 150 GP WEIGHT 5 lbs.
This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex
ADVENTURING GEAR save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal. Crafting this item is a DC 30 Craft (alchemy) check.
TANGLEFOOT BAG
PRICE 50 GP WEIGHT 4 lbs.
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. 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. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.
THUNDERSTONE
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
PRICE 30 GP WEIGHT 1 lb.
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Crafting this item is a DC 25 Craft (alchemy) check.
109
UlTimaTe eqUipmeNT
Poisons
A poison is a substance that interferes with the natural functions of a living creature’s body, causing injury or death, typically requiring only a very small amount. The target of a poison may resist with a successful saving throw. Poisons can be delayed or cured with spells such as delay poison and neutralize poison. Poisons have four categories, based on how they reach the target: contact, ingested, inhaled, or injury. CONTACT: These poisons are delivered the moment a creature touches the poison with its bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute. INGESTED: These poisons are delivered when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. INHALED: These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation (Core Rulebook 445). If a creature is holding its breath and fails the Constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area). INJURY: These poisons are primarily delivered through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round.
APPLYING POISON One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Applying poison to a weapon or single piece of ammunition is a standard action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This consumes the poison on the weapon. If you have the poison use class feature (such as from the assassin prestige class or the alchemist base class in the Advanced Player’s Guide), you do not risk accidentally poisoning yourself when applying poison.
MULTIPLE DOSES OF POISON
110
Unlike other aff lictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison’s DC and duration.
Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison’s duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course. INCREASED DURATION: Increase the duration of the poison by 1/2 the amount listed in its frequency entry. INCREASED DC: Increase the poison’s DC by +2. These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison. Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison. Applied contact poisons and injury poisons cannot inf lict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off ). Inhaled and ingested poisons can inf lict multiple doses at once. Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack—the effects of each are tracked separately. EXAMPLE: A fighter is facing three Medium spiders (which inject Medium spider venom on a successful bite). Medium spider venom normally has a frequency of 4 rounds and a DC of 14. On the first round, all three spiders bite him and he fails all three saves. The second and third doses each increase the total duration by 2 rounds (half of the 4 round frequency) and the save DC by +2, for a total duration of 8 rounds (4 + 2 + 2) and DC 18 (14 + 2 + 2). Fortunately, Medium spider venom is cured after just one successful save, even though the fighter is battling three doses at once. EXAMPLE: This time, the fighter makes two of his initial saves against the spider venom, so he only has one dose active in his body. He fails his save on his turn. On the spiders’s turn, two of them bite him, and he fails both saves, which increases the duration to 8 rounds and the DC to 18, just as if he had failed all three saves in the same round.
CRAFTING POISON You can make poison with the Craft (alchemy) skill. The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes you to the poison. This does not consume the poison. Crafters with the poison use class feature do not risk poisoning themselves when using Craft to make poison. The sample poisons on the next page represent just some of the common poisons available in cities. Of course, most cities have laws against buying, selling, or crafting poison.
GEAR ADVENTURING GEAR
Table 2–17: Poisons POISON
TYPE
FORT DC ONSET
FREQUENCY
EFFECT
CURE
Black lotus extract Contact 20 1 min. 1/rd. for 6 rds. 1d6 Con 2 saves Dragon bile Contact 26 — 1/rd. for 6 rds. 1d3 Str — Malyass root paste Contact 16 1 min. 1/min. for 6 min. 1d2 Dex 1 save Nitharit Contact 13 1 min. 1/min. for 6 min. 1d3 Con 1 save Sassone leaf residue Contact 16 1 min. 1/min. for 6 min. 2d12 hp/1 Con 1 save Tears of death Contact 22 1 min. 1/min. for 6 min. 1d6 Con and — paralyzed 1 min. Terinav root Contact 16 1 min. 1/min. for 6 min. 1d3 Dex 1 save Arsenic Ingested 13 10 min. 1/min. for 4 min. 1d2 Con 1 save Belladonna Ingested 14 10 min. 1/min. for 6 min. 1d2 Str* 1 save Dark reaver powder Ingested 18 10 min. 1/min. for 6 min. 1d3 Con and 1 Str 2 saves Hemlock Ingested 18 10 min. 1/min. for 6 min. 1d6 Dex* 2 saves Id moss Ingested 14 10 min. 1/min. for 6 min. 1d3 Int 1 save Indigo dreams Ingested 13 10 min. 1/min. for 6 min. 1d3 Wis 2 saves King’s sleep Ingested 19 1 day 1/day 1 Con drain 2 saves Lich dust Ingested 17 10 min. 1/min. for 6 min. 1d3 Str 2 saves Oil of taggit Ingested 15 1 min. — unconscious 1d3 hrs. 1 save Striped toadstool Ingested 11 10 min. 1/min. for 4 min. 1d3 Wis and 1 Int 1 save Swampseer poison Ingested 18 10 min. 1/min. for 3 min. 1d4 Wis/1d2 Wis 2 saves and confusion 1 min. Wolfsbane Ingested 16 10 min. 1/min. for 6 min. 1d3 Con 1 save Azure lily pollen Inhaled 15 — 1/min. for 2 min. nauseated 1 min./ 1 save paralyzed 2d4 hrs. Burnt othur fumes Inhaled 18 — 1/rd. for 6 rds. 1 Con drain/1d3 Con 2 saves Insanity mist Inhaled 15 — 1/rd. for 6 rds. 1d3 Wis 1 save Nightmare vapor Inhaled 20 — 1/rd. for 6 rds. 1 Wis and 2 saves confused 1 rd. Ungol dust Inhaled 15 — 1/rd. for 4 rds. 1 Cha drain/1d2 Cha 1 save Black adder venom Injury 11 — 1/rd. for 6 rds. 1d2 Con 1 save Bloodroot Injury 12 1 rd. 1/rd. for 4 rds. 1 Con and 1 Wis and 1 save confusion 1 rd. Blue whinnis Injury 14 — 1/rd. for 2 rds. 1 Con/unconscious 1 save 1d3 hrs. Deathblade Injury 20 — 1/rd. for 6 rds. 1d3 Con 2 saves Drow poison Injury 13 — 1/min. for 2 min. Unconscious 1 min./ 1 save 2d4 hrs. Giant wasp poison Injury 18 — 1/rd. for 6 rds. 1d2 Dex 1 save Greenblood oil Injury 13 — 1/rd. for 4 rds. 1 Con 1 save Large scorpion venom Injury 17 — 1/rd. for 6 rds. 1d2 Str 1 save Medium spider venom Injury 14 — 1/rd. for 4 rds. 1d2 Str 1 save Purple worm poison Injury 24 — 1/rd. for 6 rds. 1d3 Str 2 saves Shadow essence Injury 17 — 1/rd. for 6 rds. 1 Str drain/1d2 Str 1 save Small centipede poison Injury 11 — 1/rd. for 4 rds. 1 Dex 1 save Wyvern poison Injury 17 — 1/rd. for 6 rds. 1d4 Con 2 saves * See pages 558–559 of the Pathfinder RPG Core Rulebook for additional rules related to belladonna and hemlock.
PRICE
4,500 gp 1,500 gp 250 gp 650 gp 300 gp 6,500 gp 400 gp 120 gp 100 gp 800 gp 2,500 gp 125 gp 150 gp 5,000 gp 400 gp 90 gp 180 gp 400 gp
TOOLS AND SKILL KITS ANIMALS AND TRANSPORTS CLOTHING ENTERTAINMENT AND TRADE GOODS FOOD AND DRINK LODGING AND SERVICES ALCHEMICAL REMEDIES ALCHEMICAL TOOLS ALCHEMICAL WEAPONS POISONS
500 gp 1,500 gp 2,100 gp 1,500 gp 1,800 gp 1,000 gp 120 gp 100 gp 120 gp 1,800 gp 75 gp 210 gp 100 gp 200 gp 150 gp 700 gp 250 gp 90 gp 3,000 gp
111
3 Magic Arms and Armor
T
hey came upon him in a slavering horde, ten times a hundred, yet the bridge was wide enough for only one at a time. Sword ablaze, burning crown set above his brow like a beacon in the darkness, Aram the Golden-Heart struck them down, one by one. Claws rang against his armor, yet could not scratch it. Acid blood stained his blade, but could not etch it. His was the voice of truth, and all souls who heard rejoiced in it, even as the demons quailed. For three days he fought. When at last he fell, it was as a light departing—yet he did not fade entirely. The sword and mail lie still within the lake of fire, untouchable, a brightness that may not be shaded. We still sing his song, that the damned may remember.
UlTimaTe eqUipmeNT
Armor Special Abilities
114
Enchanted armor is one of the most important things an adventurer can acquire—for what good is wealth and power when a dragon claw rips through your breastplate? In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1. In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A suit of armor with a special ability must also have at least a +1 enhancement bonus. A suit of armor or a shield may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material (see page 48). Armor is always created so that if the type of armor comes with a pair of boots, a helm, or a set of gauntlets, these pieces can be exchanged for other magic boots, helms, or gauntlets. CASTER LEVEL FOR ARMOR AND SHIELDS: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. SHIELDS: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a shield bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description). A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC. As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must also have at least a +1 enhancement bonus. ACTIVATION: Usually a character benef its from magic armor and shields in exactly the way a character benef its from nonmagical armor and shields: by wearing them. If armor or a shield has a special ability that the user
needs to activate, then the user usually needs to utter the command word (a standard action). ARMOR FOR UNUSUAL CREATURES: The cost of armor for non-humanoid creatures, as well as for creatures who are neither Small nor Medium, varies (see page 15). The cost of the masterwork quality and any magical enhancement remains the same.
MAGIC ARMOR AND SHIELD SPECIAL ABILITY DESCRIPTIONS Most magic armor and shields have only enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.
ADHESIVE AURA moderate transmutation
PRICE
+7,000 GP CL 10th
WEIGHT —
On command, the hands and feet of this armor’s wearer become incredibly sticky, granting her a climb speed of 20 feet. The stickiness grants the wearer a +2 enhancement bonus on combat maneuver checks made to disarm, grapple, reposition, steal, or trip when the wearer is using a natural weapon or unarmed strike to attempt the maneuver. The wearer can gain these benefits for 10 rounds per day. These rounds need not be consecutive, but they must be spent in 1-round intervals. Ending the effect is a free action. Adhesive cannot be placed on armor with any version of the slick special ability. CONSTRUCTION REQUIREMENTS
COST +3,500 GP
Craft Magic Arms and Armor, bull’s strength, spider climb
ANIMATED AURA strong transmutation
PRICE
+2 BONUS CL 12th
WEIGHT —
As a move action, an animated shield can be loosed to defend its wielder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then drops. While animated, the shield provides its shield bonus and the bonuses from all of the other shield special abilities it possesses, but it cannot take actions on its own, such as those provided by the bashing and blinding abilities. It can, however, use special abilities that do not require an action to function, such as arrow deflection and reflecting. While animated, a shield shares the same space as the activating character and accompanies the character who activated it, even if the character moves by magical means. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency. If the wielder who loosed it has an unoccupied hand, she can grasp it to end its animation as a free action. Once a shield has been retrieved, it cannot be animated again for at least 4 rounds. This special ability cannot be added to a tower shield. CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, animate objects
COST +2 bonus
MAGIC ARMS AND ARMOR
ARROW CATCHING AURA moderate abjuration
PRICE
+1 BONUS CL 8th
WEIGHT —
A shield with this ability attracts ranged weapon attacks to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted. Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield’s base AC bonus are not diverted to the wearer (but the shield’s deflection bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, entropic shield
ARROW DEFLECTION AURA faint abjuration
PRICE
+2 BONUS CL 5th
WEIGHT —
This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon (or piece of ammunition) has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, shield
BALANCED AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This armor pushes back against anything that threatens to knock its wearer to the ground. The wearer gains a +4 bonus to his Combat Maneuver Defense against combat maneuvers made to overrun or trip and on Acrobatics check made to maintain balance. Dropping prone while wearing balanced armor is a move action instead of a free action. The balanced ability can be applied to light or medium armors, but not heavy armors or shields. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, cat’s grace
BASHING AURA moderate transmutation
PRICE
+1 BONUS CL 8th
WEIGHT —
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a
Table 3–1: Armor and Shield Pricing by Bonus
ARMOR OR SHIELD BONUS
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS
BASE PRICE
+1 1,000 gp +2 4,000 gp +3 9,000 gp +4 16,000 gp +5 25,000 gp +6* 36,000 gp +7* 49,000 gp +8* 64,000 gp +9* 81,000 gp +10* 100,000 gp * An armor or shield can’t have an enhancement bonus higher than +5. Use these lines to determine price when special abilities that count as additional bonuses are added in.
WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, bull’s strength
BENEVOLENT AURA faint enchantment
PRICE
+1 BONUS CL 5th
WEIGHT —
This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing plants. When the wearer of a suit of benevolent armor uses the aid another action to give an ally a bonus to AC against an opponent’s next attack, he also adds the benevolent armor’s enhancement bonus to the ally’s AC. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, aid
BITTER AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This armor exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any creature that grapples the wearer with a bite attack (or any other attack using the mouth) must succeed at a DC 14 Fortitude save to avoid immediately ending the grapple. If the wearer is swallowed whole, the swallowing creature must succeed at a DC 14 Fortitude save at the start of each turn that the armored victim remains alive inside of the creature or become nauseated for 1 round. The creature may vomit up the victim as a standard action. This is a poison effect. CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, stinking cloud
COST +1 bonus
115
UlTimaTe eqUipmeNT BLINDING AURA moderate evocation
PRICE
+1 BONUS CL 7th
WEIGHT —
A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a successful DC 14 Reflex save or be blinded for 1d4 rounds. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, searing light
BOLSTERING AURA faint enchantment
PRICE
WEIGHT —
Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature’s abilities until the start of his next turn. The bolstering ability can be applied to medium armor, heavy armor, light shields, heavy shields, and tower shields, but not light armor or bucklers. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, heroism PRICE
+3 BONUS CL 5th
WEIGHT —
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer’s unarmed strikes from provoking attacks of opportunity or make the wearer’s unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor. CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, bull’s strength
CHAMPION AURA faint abjuration
PRICE
+1 BONUS CL 5th
WEIGHT —
This armor special ability works only for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials, and creatures with the celestial creature template). A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen opponent. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, protection from evil
CLANGOROUS AURA moderate evocation
116
PRICE
+1 BONUS CL 7th
WEIGHT —
A shield with this ability rings loudly when struck in combat. As an immediate action when the wearer is hit by an attack, the wearer can activate the shield to create a deafening bang equivalent to a thunderstone. If the attack is a critical hit,
COST +1 bonus
CREEPING
PRICE
+5,000 GP CL 7th
WEIGHT —
A suit of creeping armor is made to keep the wearer’s movement covert. The armor’s armor check penalty does not apply to the wearer’s Stealth checks. Once per day, the wearer can speak a command word to grant himself a bonus on Stealth checks equal to the armor’s enhancement bonus for 1 minute. CONSTRUCTION REQUIREMENTS
COST +2,500 GP
Craft Magic Arms and Armor, cat’s grace, invisibility
DASTARD AURA faint abjuration
BRAWLING AURA faint transmutation
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, deafness, sound burst
AURA moderate illusion and transmutation
+1 BONUS CL 5th
the wearer can instead create a sound burst (Fortitude DC 13 partial). The wearer decides the area for either effect, but must include the attacker in the area. Neither ability affects the wearer.
PRICE
+1 BONUS CL 5th
WEIGHT —
This armor special ability works only for evil creatures with the challenge ability (such as cavaliers) or the smite good ability (such as antipaladins, half-fiends, and creatures with the fiendish creature template). A wearer with one of these abilities gains a +2 profane bonus to AC against attacks from the chosen opponent. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, protection from good
DEATHLESS AURA moderate abjuration
PRICE
+1 BONUS CL 7th
WEIGHT —
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, death ward
DEFIANT AURA moderate conjuration
PRICE
+1 BONUS CL 8th
WEIGHT —
Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon’s excelling against certain foes. Against the designated foe, the item’s enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus
MAGIC ARMS AND ARMOR applies only to the armor or shield’s enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield’s designated foe, use the table for the bane weapon special ability (page 136). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, summon monster I
DELVING AURA faint transmutation
PRICE
+10,000 GP CL 5th
WEIGHT —
Armor with this special ability grants the wearer a burrow speed of 10 feet. This speed allows the wearer to tunnel through any type of soil, including rocky soil, but not actual solid stone. This special ability does not give the wearer the ability to breathe underground, so he must hold his breath or use other magic that provides air or allows him to breathe. The wearer gains a +4 bonus on all saving throws against landslides, avalanches, tunnel collapses, and similar effects. CONSTRUCTION REQUIREMENTS
COST +5,000 GP
Craft Magic Arms and Armor, soften earth and stone
DETERMINATION AURA moderate conjuration
PRICE
+30,000 GP CL 10th
WEIGHT —
A shield or armor with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell. CONSTRUCTION REQUIREMENTS
COST +15,000 GP
Craft Magic Arms and Armor, breath of life
ENERGY RESISTANCE AURA faint abjuration
PRICE
+18,000 GP CL 3rd
WEIGHT —
A suit of armor or a shield with this special ability protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the resist energy spell). CONSTRUCTION REQUIREMENTS
COST +9,000 GP
Craft Magic Arms and Armor, resist energy
ENERGY RESISTANCE, GREATER AURA moderate abjuration
CL 11th
PRICE
+66,000 GP WEIGHT —
As energy resistance, except it absorbs the first 30 points of energy damage per attack. CONSTRUCTION REQUIREMENTS
COST +33,000 GP
Craft Magic Arms and Armor, resist energy
ENERGY RESISTANCE, IMPROVED AURA moderate abjuration
CL 7th
PRICE
+42,000 GP WEIGHT —
Table 3–2: Magic Armor And Shields Table d%
LESSER MINOR ARMOR OR SHIELD
01–80 +1 armor or shield 81–100 Lesser minor specific armor or shield d%
GREATER MINOR ARMOR OF SHIELD
01–26 27–53 54–80 81–100
+1 armor or shield +2 armor or shield +1 armor or shield with one +1 special ability* Greater minor specific armor or shield
d%
LESSER MEDIUM ARMOR OR SHIELD
01–10 11–20 21–32 33–44 45–56 57–68 69–80 81–100
+1 armor or shield +2 armor or shield +3 armor or shield +1 armor or shield with one +1 special ability* +1 armor or shield with two +1 special abilities* +1 armor or shield with one +2 special ability* +2 armor or shield with one +1 special ability* Lesser medium specific armor or shield
d%
GREATER MEDIUM ARMOR OR SHIELD
01–10 11–22 23–32 33–44 45–56 57–68 69–80 81–100
+2 armor or shield +3 armor or shield +1 armor or shield with one +1 special ability* +1 armor or shield with one +2 special ability* +2 armor or shield with one +1 special ability* +2 armor or shield with one +2 special ability* +3 armor or shield with one +1 special ability* Greater medium specific armor or shield
d%
LESSER MAJOR ARMOR OR SHIELD
01–10 11–22 23–32 33–44 45–56 57–68 69–80 81–100
+3 armor or shield +4 armor or shield +1 armor or shield with one +2 special ability* +1 armor or shield with one +3 special ability* +2 armor or shield with one +2 special ability* +3 armor or shield with one +1 special ability* +4 armor or shield with one +1 special ability* Lesser major specific armor or shield
d%
GREATER MAJOR ARMOR OR SHIELD
01–10 11–20 21–30 31–38 39–46 47–51 52–59 60–67 68–71 72–74 75–77 78–80 81–100
+4 armor or shield +5 armor or shield +4 armor or shield with one +1 special ability* +4 armor or shield with one +2 special ability* +4 armor or shield with one +3 special ability* +4 armor or shield with one +4 special ability* +5 armor or shield with one +1 special ability* +5 armor or shield with one +2 special ability* +5 armor or shield with one +3 special ability* +5 armor or shield with two +2 special abilities* +5 armor or shield with one +4 special ability* +5 armor or shield with one +5 special ability* Greater major specific armor or shield
* See Table 3–3 for Armor Special Abilities and Table 3–4 for Shield Special Abilities
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
117
UlTimaTe eqUipmeNT Table 3–3: Armor Special Abilities d%
+1 ARMOR SPECIAL ABILITY
01–06 07–12 13–18 19–24 25–30 31–37 38–43 44–50 51–56 57–63 64–69 70–75 76–81 82–88 89–94 95–100
Poison-resistant Balanced Benevolent Bitter Bolstering Champion Dastard Deathless Defiant Fortification (light) Grinding Impervious Mirrored Spell storing Stanching Warding
d%
+2 ARMOR SPECIAL ABILITY
01–12 13–24 25–38 39–52 53–64 65–76 77–88 89–100
Glamered Jousting Shadow Slick Expeditious Creeping Rallying Spell resistance (13)
d%
+3 ARMOR SPECIAL ABILITY
01–08 09–15 16–22 23–31
Adhesive Brawling Hosteling Radiant
BASE PRICE*
+2,250 gp +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus BASE PRICE*
+2,700 gp +3,750 gp +3,750 gp +3,750 gp +4,000 gp +5,000 gp +5,000 gp +2 bonus BASE PRICE*
+7,000 gp +3 bonus +7,500 gp +7,500 gp
As energy resistance, except it absorbs the first 20 points of energy damage per attack. CONSTRUCTION REQUIREMENTS
COST +21,000 GP
Craft Magic Arms and Armor, resist energy
ETHEREALNESS AURA strong transmutation
PRICE
+49,000 GP CL 13th
WEIGHT —
On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day. CONSTRUCTION REQUIREMENTS
COST +24,500 GP
Craft Magic Arms and Armor, ethereal jaunt
EXPEDITIOUS AURA faint transmutation
118
PRICE
+4,000 GP CL 5th
WEIGHT —
32–40 41–48 49–57 58–66 67–75 76–84 85–92 93–100
Delving Putrid Fortification (moderate) Ghost touch Invulnerability Spell resistance (15) Titanic Wild
+10,000 gp +10,000 gp +3 bonus +3 bonus +3 bonus +3 bonus +3 bonus +3 bonus
d%
+4 ARMOR SPECIAL ABILITY
BASE PRICE*
01–16 17–33 34–50 51–67 68–83 84–100
Harmonizing Shadow, improved Slick, improved Energy resistance Martyring Spell resistance (17)
+15,000 gp +15,000 gp +15,000 gp +18,000 gp +18,000 gp +4 bonus
d%
+5 ARMOR SPECIAL ABILITY
BASE PRICE*
01–08 Righteous +27,000 gp 09–15 Unbound +27,000 gp 16–23 Unrighteous +27,000 gp 24–30 Vigilant +27,000 gp 31–37 Determination +30,000 gp 38–45 Shadow, greater +33,750 gp 46–53 Slick, greater +33,750 gp 54–61 Energy resistance, improved +42,000 gp 62–69 Etherealness +49,000 gp 70–76 Undead controlling +49,000 gp 77–84 Energy resistance, greater +66,000 gp 85–92 Fortification (heavy) +5 bonus 93–100 Spell resistance (19) +5 bonus * Add to enhancement bonus on Table 3–1: Armor and Shield Pricing by Bonus to determine total price
Three times per day as a swift action, the wearer of expeditious armor can summon a burst of speed and gain a +10-foot enhancement bonus on all modes of movement for 1 round. This ability can be applied to any kind of armor, but not shields. CONSTRUCTION REQUIREMENTS
COST 2,000 GP
Craft Magic Arms and Armor, expeditious retreat PRICE
FORTIFICATION Light Moderate Heavy AURA strong abjuration
VARIES
CL 13th
+1 bonus +3 bonus +5 bonus WEIGHT —
This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The chance is 25% for light fortification, 50% for moderate fortification, and 75% for heavy fortification.
MAGIC ARMS AND ARMOR CONSTRUCTION REQUIREMENTS
COST varies
Light Moderate Heavy
+1 bonus +3 bonus +5 bonus
Craft Magic Arms and Armor, limited wish or miracle
GHOST TOUCH AURA strong transmutation
PRICE
+3 BONUS CL 15th
WEIGHT —
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor’s or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects. CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, etherealness
GLAMERED AURA moderate illusion
PRICE
+2,700 GP CL 10th
WEIGHT —
Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised. CONSTRUCTION REQUIREMENTS
COST +1,350 GP
Craft Magic Arms and Armor, disguise self
GRINDING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
A shield or suit of armor with this special ability is covered with jagged burrs and razor-sharp serrations that saw and grind whenever the wearer is grappled or entangled. Any creature succeeding at a grapple combat maneuver check against the wearer takes damage equal to the armor or shield’s enhancement bonus (with each successful check) as the barbs and blades bite into it. This special ability counts as armor spikes for the purpose of making attacks on the wearer’s turn. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, keen edge
HARMONIZING AURA moderate illusion
CONSTRUCTION REQUIREMENTS
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
COST +7,500 GP
Craft Magic Arms and Armor, major image or bardic performance
HOSTELING AURA moderate conjuration
PRICE
+7,500 GP CL 9th
WEIGHT —
A suit of armor or shield with this special ability hides living animals within its iconography to keep it safe. The wearer can speak a command word to magically store an animal to which he is bonded, such as an animal companion, a familiar, or mount. The stored animal appears as a symbol emblazoned upon the armor or shield, either one that mimics the appearance of the animal or that is more symbolic and abstract. While stored, the animal is sleeping and provides the wearer no benefit (such as a familiar’s skill bonus). The size of animal that can be stored depends on the type of armor or shield. A suit of light armor, medium armor, or a light shield or heavy shield can store one animal up to the wearer’s size. A suit of heavy armor or a tower shield can store one animal up to one size category larger than the wearer. A second command word releases the stored animal from the hosteling armor or shield. A released animal immediately awakens, appears in a space adjacent to the wearer, and can take actions on the round it appears. Because the stored animal is sleeping rather than in suspended animation (or even hibernating), it ages and gets hungry at the normal rate while stored. A hosteling armor or shield automatically releases a stored animal 24 hours after it was stored inside. This armor special ability still works on bonded magical beasts that were once animals, but not outsiders, oozes, or other exotic companion creatures. CONSTRUCTION REQUIREMENTS
COST 3,750 GP
Craft Magic Arms and Armor, secret chest PRICE
+15,000 GP CL 7th
vulnerability to sonic energy damage (sonic energy attacks deal an additional 50% damage to the wearer). If the wearer has the bardic performance class feature, the harmonizing armor causes bonuses and penalties from performances that have an audible component to continue for 1 round after the wearer ceases performing. Beginning a new bardic performance ends the effects of the previous performance immediately. This ability does not stack with the Lingering Performance feat. The harmonizing ability can be applied to any armor, but not shields.
ARMOR SPECIAL ABILITIES
WEIGHT —
Every step taken in harmonizing armor produces a symphony of sounds. The armor harmonizes with music played, lyrics sung, and words spoken by its wearer, creating a pleasant counter-melody. Its wearer gains a +5 competence bonus on Perform checks, but takes a –5 penalty on Stealth checks. The wearer can be silent only if he takes no physical actions. The armor also amplifies harmful sounds, and the wearer gains
IMPERVIOUS AURA moderate transmutation
PRICE
+1 BONUS CL 7th
WEIGHT —
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster’s rust ability) equal to its enhancement bonus.
119
UlTimaTe eqUipmeNT Table 3–4: Shield Special Abilities d%
+1 SHIELD SPECIAL ABILITY
01–10 11–19 20–28 29–37 38–46 47–55 56–64 65–73 74–82 83–91 92–100
Poison-resistant Arrow catching Bashing Blinding Clangorous Defiant Fortification (light) Grinding Impervious Mirrored Ramming
BASE PRICE*
d%
+2 SHIELD SPECIAL ABILITY
01–15 16–30 31–50 51–67 68–82 83–100
Rallying Wyrmsbreath Animated Arrow deflection Merging Spell resistance (13)
d%
+3 SHIELD SPECIAL ABILITY
BASE PRICE*
01–15 16–32 33–49 50–66 67–83 84–100
Hosteling Radiant Fortification (moderate) Ghost touch Spell resistance (15) Wild
+7,500 gp +7,500 gp +3 bonus +3 bonus +3 bonus +3 bonus
d%
+4 SHIELD SPECIAL ABILITY
BASE PRICE*
01–50 51–100
Energy resistance Spell resistance (17)
+18,000 gp +4 bonus
d%
+5 SHIELD SPECIAL ABILITY
BASE PRICE*
+2,250 gp +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus BASE PRICE*
+5,000 gp +5,000 gp +2 bonus +2 bonus +2 bonus +2 bonus
JOUSTING AURA faint transmutation
PRICE
+3,750 GP CL 5th
This suit of armor helps its wearer remain mounted and in control of his mount. The wearer gains a +5 competence bonus on Ride skill checks. CONSTRUCTION REQUIREMENTS
COST +1,875 GP
Craft Magic Arms and Armor, creator must have 5 ranks in Ride
MARTYRING AURA moderate conjuration
PRICE
+18,000 GP CL 9th
CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, fabricate, make whole
INVULNERABILITY AURA strong varies
PRICE
+3 BONUS CL 18th
WEIGHT —
This suit of armor grants the wearer damage reduction 5/ magic. Invulnerable armor emits a strong aura of abjuration (and evocation if miracle is used). CONSTRUCTION REQUIREMENTS
120
COST +3 bonus
Craft Magic Arms and Armor, stoneskin, wish or miracle
WEIGHT —
This armor allows the wearer to capitalize on her own injuries to heal her allies. Once per day as an immediate action, when an enemy confirms a critical hit against someone wearing martyring armor, the wearer can heal up to nine allies within 30 feet as if using the mass cure light wounds spell (1d8+9 hit points each). This special ability cannot be placed on armor that possesses an ability that reduces the chance of or negates a critical hit (such as the fortification special ability). CONSTRUCTION REQUIREMENTS
1–11 Determination +30,000 gp 12–27 Energy resistance, improved +42,000 gp 28–38 Undead controlling +49,000 gp 39–55 Energy resistance, greater +66,000 gp 56–70 Fortification (heavy) +5 bonus 71–85 Reflecting +5 bonus 86–100 Spell resistance (19) +5 bonus * Add to enhancement bonus on Table 3–1: Armor and Shield Pricing by Bonus to determine total price
WEIGHT —
COST +9,000 GP
Craft Magic Arms and Armor, mass cure light wounds
MERGING AURA moderate transmutation
PRICE
+2 BONUS CL 10th
WEIGHT —
A merging shield can meld with a held one-handed or light weapon. The wearer chooses each round whether to attack with the weapon or defend with the shield. Melding or freeing the shield requires a command word. The shield must be worn to merge it with a weapon; reversing the melding means the shield is being worn again. While the shield is melded, the wearer can use that hand only to attack with the weapon or defend with the shield (and not to cast spells or manipulate objects, for example). Attack rolls with the weapon take a –2 penalty while merged with a light shield or a –4 penalty while merged with a heavy shield. If the wearer attacks with the merged weapon, she loses the shield’s bonus to AC until the start of her next turn. A merged shield can’t be used to shield bash. Only light and heavy shields can be merging shields. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, versatile weapon (Advanced Player’s Guide)
MIRRORED AURA moderate abjuration
PRICE
+1 BONUS CL 8th
WEIGHT —
The polished surface of a mirrored shield or armor gleams and shines, and can be used as an ordinary mirror. Furthermore, it aids in battling creatures with gaze attacks. If the wearer averts his eyes, he can roll the miss chance twice, selecting the better result. The wearer can deal sneak attack or other precision-based damage to the target even though it has concealment against him. This
MAGIC ARMS AND ARMOR provides no benefit if the wearer closes his eyes, wears a blindfold, or otherwise can’t see the target at all. The mirrored armor or shield also adds it enhancement bonus to the wearer’s touch AC against rays. it. This special ability may only be added to metallic armor or shields.
fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin’s aura of courage, a bard’s countersong, or a cavalier’s banner ability), the morale bonus increases to +6.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, remove fear
COST +1 bonus
CONSTRUCTION REQUIREMENTS
COST +2,500 GP
Craft Magic Arms and Armor, spell turning
POISON-RESISTANT AURA moderate conjuration
PRICE
+2,250 GP CL 7th
WEIGHT —
A suit of armor or shield with this special ability grants the wearer a +3 resistance bonus on saving throws against poison. CONSTRUCTION REQUIREMENTS
COST +1,125 GP
Craft Magic Arms and Armor, neutralize poison
PUTRID AURA faint conjuration
PRICE
+10,000 GP CL 5th
WEIGHT —
Putrid armor gives off a revolting, stomach-twisting stench. Each living creatures within 10 feet of the wearer must succeed at a DC 14 Fortitude save or be sickened for 5 rounds. This is a poison effect. Creatures that successfully save cannot be affected by the same armor’s stench for 24 hours. Creatures with the stench universal monster ability or immunity to poison are unaffected. The wearer of putrid armor is immune to his own stench, but not to stench-based effects from other sources. The stench can be suppressed or resumed on command, but it takes 1 minute for an active stench to dissipate. Dissipation time increases to 10 minutes in a closed area or if no wind is blowing, and decreases to 3 rounds in moderate wind or 1 round in strong wind. CONSTRUCTION REQUIREMENTS
COST +5,000 GP
RAMMING AURA faint evocation
PRICE
+1 BONUS CL 5th
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
WEIGHT —
These shields are sturdily built and often bear the device of a ram or bull. When the wielder of a ramming shield makes a shield bash attack as part of a charge, the shield’s enhancement bonus to Armor Class applies to the attack and damage rolls. This doesn’t stack with any existing enhancement the shield has. If the attack hits, as a swift action the wielder can attempt a bull rush combat maneuver against that target, adding the +2 bonus for charging and the shield’s enhancement bonus to the combat maneuver check. Only shields that can make a shield bash attack can have the ramming ability. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, force punch (Ultimate Magic)
REFLECTING AURA strong abjuration
PRICE
+5 BONUS CL 14th
WEIGHT —
This shield is as highly polished as a mirror, and its surface is completely reflective. Once per day as a free action that the wearer can take even when it’s not her turn, it can be called on to reflect a spell back at its caster exactly like the spell turning spell. CONSTRUCTION REQUIREMENTS
COST +5 bonus
Craft Magic Arms and Armor, spell turning
Craft Magic Arms and Armor, stinking cloud
RADIANT AURA moderate evocation
PRICE
+7,500 GP CL 6th
WEIGHT —
Armor and shields with the radiant special ability shine as brightly as a torch when worn. This radiance can be suppressed or resumed on command. Designs usually feature bright colors and a brilliant sheen even when not illuminated. Once per day, the wearer can command the armor or shield to brighten to the strength of a daylight spell for 1 hour or until commanded to dim. CONSTRUCTION REQUIREMENTS
COST +3,750 GP
Craft Magic Arms and Armor, daylight
RALLYING AURA faint abjuration
PRICE
+5,000 GP CL 5th
WEIGHT —
This armor or shield is brightly polished, and its mirrorbright surface is magically endowed with the ability to bring comfort to the wearer’s companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against
RIGHTEOUS AURA moderate transmutation
PRICE
+27,000 GP CL 10th
WEIGHT —
Armor with this special ability is often engraved or enameled with religious symbols. Once per day on command, the wearer can invoke an effect, as per the spell righteous might, lasting for 10 rounds. Righteous armor is always aligned toward good (positive energy), for the effects of righteous might. Righteous armor bestows one permanent negative level on any evil creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn. CONSTRUCTION REQUIREMENTS
COST +13,500 GP
Craft Magic Arms and Armor, righteous might
SHADOW AURA faint illusion
PRICE
+3,750 GP CL 5th
WEIGHT —
This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5
121
UlTimaTe eqUipmeNT competence bonus on Stealth checks. The armor’s armor check penalty still applies normally. CONSTRUCTION REQUIREMENTS
COST +1,875 GP
Craft Magic Arms and Armor, invisibility, silence
CONSTRUCTION REQUIREMENTS
COST varies
Spell resistance 13 Spell resistance 15 Spell resistance 17 Spell resistance 19
+2 bonus +3 bonus +4 bonus +5 bonus
Craft Magic Arms and Armor, spell resistance
SHADOW, GREATER AURA strong illusion
PRICE
+33,750 GP CL 15th
WEIGHT —
As shadow, except it grants a +15 competence bonus on Stealth checks. CONSTRUCTION REQUIREMENTS
COST +16,875 GP
Craft Magic Arms and Armor, invisibility, silence
SHADOW, IMPROVED AURA moderate illusion
PRICE
+15,000 GP CL 10th
WEIGHT —
As shadow, except it grants a +10 competence bonus on Stealth checks. CONSTRUCTION REQUIREMENTS
COST +7,500 GP
Craft Magic Arms and Armor, invisibility, silence
SLICK AURA faint conjuration
PRICE
+3,750 GP CL 4th
WEIGHT —
Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. The armor’s armor check penalty still applies normally. CONSTRUCTION REQUIREMENTS
COST +1,875 GP
Craft Magic Arms and Armor, grease
SLICK, GREATER AURA strong conjuration
PRICE
+33,750 GP CL 15th
WEIGHT —
As slick, except it grants a +15 competence bonus on Escape Artist checks. CONSTRUCTION REQUIREMENTS
COST +16,875 GP
Craft Magic Arms and Armor, grease
CL 10th
CONSTRUCTION REQUIREMENTS
WEIGHT —
COST +7,500 GP
Craft Magic Arms and Armor, grease PRICE
SPELL RESISTANCE
122
CL 12th
WEIGHT —
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as an immediate action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled suit of spell storing armor has a 50% chance to have a spell stored in it already. Spell storing armor emits a strong aura of the evocation school, plus the aura of the stored spell. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, creator must be a caster of at least 12th level
STANCHING AURA moderate transmutation
PRICE
+1 BONUS CL 7th
WEIGHT —
A stanching suit of armor helps stop the flow of blood from the wearer’s wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor’s enhancement bonus to Constitution checks to become stable. CONSTRUCTION REQUIREMENTS
COST +1 bonus
PRICE
+15,000 GP
As slick, except it grants a +10 competence bonus on Escape Artist checks.
Spell resistance 13 Spell resistance 15 Spell resistance 17 Spell resistance 19 AURA strong abjuration
AURA strong evocation
PRICE
+1 BONUS
Craft Magic Arms and Armor, stabilize, cure critical wounds or lesser restoration
SLICK, IMPROVED AURA moderate conjuration
SPELL STORING
VARIES
CL 15th
+2 bonus +3 bonus +4 bonus +5 bonus WEIGHT —
This special ability grants the armor or shield’s wearer spell resistance while the armor or shield is worn.
TITANIC AURA moderate transmutation
PRICE
+3 BONUS CL 7th
WEIGHT —
A suit of armor with the titanic ability is almost comically oversized, though the effect is superficial and the interior fits a creature normally, with no adjustments necessary. A creature wearing titanic armor is considered one size category larger for the purpose of using or being affected by special attacks that depend on size, such as swallow whole and trample. Once per day on command, the wearer can increase her size as if using enlarge person (even if the wearer is not humanoid) for 1 minute. In addition, once per minute as a free action the wearer can add the armor’s enhancement bonus to a single Strength check or combat maneuver check, or to her CMD against a single combat maneuver. Because of its great bulk, the
MAGIC ARMS AND ARMOR armor check penalty of titanic armor is increased by an amount equal to its enhancement bonus. CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, enlarge person
UNBOUND AURA moderate transmutation
PRICE
+27,000 GP CL 10th
WEIGHT —
Armor with this special ability is often engraved or enameled with chaotic religious symbols. Once per day on command, the wearer can invoke an effect as per the spell righteous might, except the wearer gains DR 5/lawful instead of DR/ evil or DR/good. This effect lasts for 10 rounds. Unbound armor bestows one permanent negative level on any lawful creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn. CONSTRUCTION REQUIREMENTS
COST +13,500 GP
Craft Magic Arms and Armor, righteous might, creator must be chaotic
UNDEAD CONTROLLING AURA strong necromancy
PRICE
+49,000 GP CL 13th
WEIGHT —
Undead controlling armor and shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user control up to 26 Hit Dice of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor. CONSTRUCTION REQUIREMENTS
COST +24,500 GP
Craft Magic Arms and Armor, control undead
UNRIGHTEOUS AURA moderate transmutation
PRICE
+27,000 GP CL 10th
WEIGHT —
This armor is often sculpted with unholy symbols. Once per day on command, the wearer can invoke an effect, as per the spell righteous might, lasting for 10 rounds. Unrighteous armor is always aligned toward evil (negative energy), for the effects of righteous might. Unrighteous armor bestows one permanent negative level on any good creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn. CONSTRUCTION REQUIREMENTS
COST +13,500 GP
Craft Magic Arms and Armor, righteous might
VIGILANT AURA moderate transmutation
PRICE
+27,000 GP CL 10th
WEIGHT —
Armor with this special ability is often engraved or enameled with lawful religious symbols. Once per day on command, the
wearer can invoke an effect, as per the spell righteous might, except the wearer gains DR 5/chaotic instead of DR/evil or DR/good. This lasts for 10 rounds. Vigilant armor bestows one permanent negative level on any chaotic creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn. CONSTRUCTION REQUIREMENTS
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
COST +13,500 GP
Craft Magic Arms and Armor, righteous might, creator must be lawful
WARDING AURA strong abjuration
PRICE
+1 BONUS CL 12th
WEIGHT —
Once per day as an immediate action, the wearer of warding armor can activate it to end all active challenge, judgment, and smite abilities affecting her. This does not prevent opponents from selecting her as a target for these abilities in the future. As a swift action, the wearer can expend one of her own challenge, judgment, or smite abilities to refresh the armor’s ability to end these attacks. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, atonement
WILD AURA moderate transmutation
PRICE
+3 BONUS CL 9th
WEIGHT —
Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen. CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, baleful polymorph
WYRMSBREATH AURA faint evocation
PRICE
+5,000 GP CL 5th
WEIGHT —
A shield with this special ability is usually crafted with an open dragon’s mouth on the front. A shield with the wyrmsbreath special ability is keyed to one type of energy (acid, cold, electricity, or fire). The shield gains 1 charge for every 5 points of damage from the keyed energy type the wearer takes. On command, the bearer can expend 1 to 5 charges from the shield to have it create a breath weapon in a 15 foot cone dealing 1d4 points of energy damage per charge expended (Reflex DC 11 half). This damage is the same type as the shield’s keyed energy type. A shield can store up to 5 charges at a time, and stored charges expire harmlessly after 24 hours. A shield cannot have more than one wyrmsbreath ability. CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, burning hands
COST +2,500 GP
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UlTimaTe eqUipmeNT
Specific Magic Armor
The magic armor that intrepid heroes don in the face of danger is often the only thing that stands between a brave adventurer and a blade to the chest. The following section includes armors with unusual powers and magical abilities. Magic armors may have abilities that need to be activated to function or powers that work passively and constantly.
ADAMANTINE BREASTPLATE AURA no aura (nonmagical)
CL —
PRICE
10,200 GP WEIGHT 30 lbs.
This nonmagical breastplate is made of adamantine, giving its wearer damage reduction 2/—.
ARMOR OF INSULTS AURA moderate enchantment
PRICE
16,175 GP CL 7th
WEIGHT 20 lbs.
Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language. CONSTRUCTION REQUIREMENTS COST 7,675 GP Craft Magic Arms and Armor, confusion
BANDED MAIL OF LUCK AURA strong enchantment
PRICE
18,900 GP CL 12th WEIGHT 35 lbs.
Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer’s player must decide whether to have the attack roll rerolled before damage is rolled. CONSTRUCTION REQUIREMENTS COST 9,650 GP Craft Magic Arms and Armor, bless
BONELESS LEATHER AURA faint transmutation
124
PRICE
12,160 GP CL 3rd
COST 6,160 GP
CONSTRUCTION REQUIREMENTS
WEIGHT 15 lbs.
This suit of +1 leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.
Craft Magic Arms and Armor, alter self, creator must have 5 ranks in Acrobatics and Escape Artist
BREASTPLATE OF COMMAND AURA strong enchantment
PRICE
25,400 GP
CL 15th WEIGHT 30 lbs.
This +2 breastplate typically bears the image of a rampant grizzly bear or other impressive predator. It bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way. CONSTRUCTION REQUIREMENTS COST 12,875 GP Craft Magic Arms and Armor, mass charm monster
BREASTPLATE OF VANISHING AURA faint conjuration
CL 5th
PRICE
15,200 GP WEIGHT 15 lbs.
This battered +1 mithral breastplate bears a resemblance to a stylized turtle shell. On command, its wearer can vanish inside the armor, leaving the breastplate behind while she stays safely hidden in an extradimensional space. This space is barely large enough for the wearer to sit comfortably, but does provides breathable air and light to see by. The wearer cannot perceive the environs around the armor while inside. A second command word returns the wearer to the armor’s location, wearing the armor. If the wearer can’t return to the space the armor is in, she is instead shunted to the nearest empty space that can contain her, but no longer wearing the armor. If the breastplate is destroyed, the wearer immediately returns to the square the armor was in when it was destroyed. Successfully dispelling the armor likewise returns the wearer, though in this case still wearing the armor. CONSTRUCTION REQUIREMENTS COST 9,700 GP Craft Magic Arms and Armor, rope trick
BUCCANEER’S BREASTPLATE AURA moderate transmutation
CL 9th
PRICE
23,850 GP WEIGHT 30 lbs.
This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round. CONSTRUCTION REQUIREMENTS COST 12,100 GP Craft Magic Arms and Armor, water walk
MAGIC ARMS AND ARMOR
CATSKIN LEATHER AURA strong transmutation
PRICE
18,910 GP CL 13th WEIGHT 15 lbs.
Rather than the hide of a cat, this extremely supple suit of jetblack +1 shadow leather armor grants a portion of the grace and fortune of a feline. It has no armor check penalty or maximum Dexterity bonus. The wearer receives a +5 competence bonus on Acrobatics checks and takes only half normal damage from falling. When the wearer’s hit points would be reduced to a negative amount equal to her Constitution score from an attack or spell, the armor falls to pieces and is destroyed, and the wearer takes only half damage from the attack or spell. CONSTRUCTION REQUIREMENTS COST 9,535 GP Craft Magic Arms and Armor, cat’s grace, feather fall, and limited wish, wish, or miracle
CELESTIAL ARMOR AURA faint transmutation [good]
PRICE
22,400 GP CL 5th
WEIGHT 20 lbs.
This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day. CONSTRUCTION REQUIREMENTS COST 11,350 GP Craft Magic Arms and Armor, fly, creator must be good
DAYSTAR HALF-PLATE AURA strong evocation
PRICE
81,250 GP CL 15th WEIGHT 50 lbs.
This glowing +1 half-plate is decorated with various images of the sun and depictions of nature. At will, the wearer can command the armor to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell. The sunburst is centered on the wearer and the wearer is immune to its effects. CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Magic Arms and Armor, daylight, sunburst
DEMON ARMOR
PRICE
52,260 GP
AURA strong necromancy [evil]
CL 13th WEIGHT 50 lbs.
This plate armor is fashioned to make the wearer appear to be a demon. Glowing red energy emanates from sigils engraved on the armor’s key plates and joints, and the runes intermittently surge with fiendish power. This +4 full plate allows the wearer to make claw attacks that deal
ARMOR SPECIAL ABILITIES
Table 3–5: Specific Armor d%
LESSER MINOR ARMOR
01–50 51–100
Mithral shirt Masterwork armor or nonmagical armor made with special material
PRICE
d%
GREATER MINOR ARMOR
01–33 34–66 67–100
Mistmail Otyugh hide Dragonhide plate
d%
LESSER MEDIUM ARMOR
01–33 34–66 67–100
Elven chain Rhino hide Morlock hide
d%
GREATER MEDIUM ARMOR
PRICE
01–15 16–25 26–38 39–50 51–62 63–72 73–86 87–100
Adamantine breastplate Soothsayer’s raiment Equestrian plate Enchanted eelskin Boneless leather Murderer’s blackcloth Folding plate Breastplate of vanishing
10,200 gp 10,300 gp 10,650 gp 11,160 gp 12,160 gp 12,405 gp 12,650 gp 15,200 gp
d%
LESSER MAJOR ARMOR
01–13 14–29 30–45 46–58 59–71 72–84 85–100
Armor of insults Dwarven plate Banded mail of luck Catskin leather Celestial armor Buccaneer’s breastplate Plate armor of the deep
d%
GREATER MAJOR ARMOR
01–10 11–14 15–24 25–28 29–32 33–38 39–42 43–48 49–52 53–58 59–64 65–70 71–76 77–82 83–88 89–96 97–100
Breastplate of command Forsaken banded mail Mithral full plate of speed Warden of the woods Scarab breastplate Giant-hide armor (ogre) Hamatula hide Giant-hide armor (hill giant) Demon armor Giant-hide armor (stone, fire, or frost giant) Giant-hide armor (troll) Mail of malevolence Giant-hide armor (cloud giant) Giant-hide armor (storm giant) Daystar half-plate Invincible armor Prismatic plate
1,100 gp varies
PRICE
2,250 gp 2,565 gp 3,300 gp
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
PRICE
5,150 gp 5,165 gp 8,910 gp
PRICE
16,175 gp 16,500 gp 18,900 gp 18,910 gp 22,400 gp 23,850 gp 24,650 gp PRICE
25,400 gp 25,400 gp 26,500 gp 29,350 gp 32,350 gp 39,165 gp 44,215 gp 46,665 gp 52,260 gp 54,165 gp 59,165 gp 61,300 gp 69,165 gp 76,665 gp 81,250 gp 137,650 gp 160,650 gp
125
UlTimaTe eqUipmeNT 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor’s vambraces and gauntlets, and cannot be disarmed. A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn. CONSTRUCTION REQUIREMENTS COST 26,955 GP Craft Magic Arms and Armor, contagion
DRAGONHIDE PLATE AURA no aura (nonmagical)
PRICE
3,300 GP CL —
WEIGHT 50 lbs.
This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate. The wearer of dragonhide plate tends to draw the ire of dragons of the same type as that used in the armor’s creation.
DWARVEN PLATE AURA no aura (nonmagical)
PRICE
16,500 GP CL —
WEIGHT 50 lbs.
This full plate is made of adamantine, giving its wearer damage reduction 3/—.
ELVEN CHAIN AURA no aura (nonmagical)
PRICE
5,150 GP CL —
WEIGHT 20 lbs.
This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
ENCHANTED EELSKIN AURA faint transmutation
126
PRICE
11,160 GP CL 5th
WEIGHT 15 lbs.
This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends. CONSTRUCTION REQUIREMENTS COST 5,660 GP Craft Magic Arms and Armor, grease, invisibility, touch of the sea (Advanced Player’s Guide)
PRICE
EQUESTRIAN PLATE Full plate Banded mail Barding AURA moderate transmutation
10,650 GP
CL 9th
50 lbs. 35 lbs. 70 lbs. WEIGHT varies
Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer’s mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon. If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer’s armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well. CONSTRUCTION REQUIREMENTS COST 6,150 GP Craft Magic Arms and Armor, fabricate
FOLDING PLATE
PRICE
12,650 GP
AURA moderate conjuration
CL 10th WEIGHT 50 lbs.
This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor’s breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer’s armor slot is unoccupied, thus it won’t work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form. CONSTRUCTION REQUIREMENTS COST 7,650 GP Craft Magic Arms and Armor, instant summons
FORSAKEN BANDED MAIL AURA moderate evocation
PRICE
25,400 GP CL 11th WEIGHT 35 lbs.
A massive skull adorns the chest piece of this suit of +1 banded mail, and smaller gilded images of defaced holy symbols cover the other parts of the armor. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against
MAGIC ARMS AND ARMOR any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor’s enhancement bonus as +2 higher against creatures with these abilities. CONSTRUCTION REQUIREMENTS COST 12,900 GP Craft Magic Arms and Armor, creator cannot be a divine spellcaster PRICE
GIANT-HIDE ARMOR
VARIES
Ogre Hill giant Stone, fire, or frost giant Troll Cloud giant Storm giant AURA strong transmutation
39,165 GP 46,665 GP 54,165 GP 59,165 GP 69,165 GP 76,665 GP WEIGHT 25 lbs.
CL 15th
This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can take the form of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer’s armor is made from the same kind of giant as the attacker. CONSTRUCTION REQUIREMENTS COST varies Ogre Hill giant Stone, fire, or frost giant Troll Cloud giant Storm giant
19,660 GP 23,415 GP 27,165 GP 29,665 GP 34,665 GP 38,415 GP
Craft Magic Arms and Armor, giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant)
HAMATULA HIDE AURA moderate transmutation
PRICE
44,215 GP CL 9th
WEIGHT 12 lbs.
Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor’s spikes elongate and the hide bonds to her skin, providing fire resistance 10. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d8+6 points of piercing damage from the armor’s barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her. A barbarian with fiend totem rage powers gains additional benefits from hamatula hide. If she has the lesser fiend totem rage power, she gains a +1 profane bonus to Armor Class while raging. If she has the fiend totem rage power,
the damage caused by her barbs increases to 2d8+6 and stacks with the barbed defense granted by the armor. If she has the greater fiend totem ability, she gains fire resistance 20 when raging. CONSTRUCTION REQUIREMENTS COST 22,215 GP Craft Magic Arms and Armor, polymorph, resist fire
INVINCIBLE ARMOR AURA strong abjuration
PRICE
137,650 GP
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
CL 13th WEIGHT 50 lbs.
Invincible armor shifts between three different appearances, but always weighs the same and protects as +2 impervious moderate fortification full plate. As an immediate action, the wearer can change the armor into heavy plate that blocks slashing attacks (DR 10/bludgeoning or piercing), thickly layered chainmail that blocks piercing attacks (DR 10/ bludgeoning or slashing), or overlapping metal scales that block bludgeoning attacks (DR 10/piercing or slashing). In addition, invincible armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types. CONSTRUCTION REQUIREMENTS COST 69,650 GP Craft Magic Arms and Armor, fabricate, make whole, resist energy, and limited wish or miracle
MAIL OF MALEVOLENCE AURA moderate abjuration
PRICE
61,300 GP CL 10th WEIGHT 40 lbs.
Mail of malevolence hangs in rags and tatters and acts as nonmagical chainmail to wearers who lack at least a moderate evil aura (Core Rulebook 266). When worn by a sufficiently evil character, it instead functions as +2 unrighteous chainmail (see page 123). Mail of malevolence does not bestow a negative level on good wearers. The wearer of mail of malevolence gains SR 21, but only against spells with the good descriptor. In addition, whenever the wearer channels negative energy to harm living creatures, she heals a like amount of damage herself regardless of whether she is living or undead. CONSTRUCTION REQUIREMENTS COST 30,800 GP Craft Magic Arms and Armor, righteous might, spell resistance
MISTMAIL AURA faint conjuration
PRICE
2,250 GP CL 3rd
WEIGHT 25 lbs.
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 3 minutes. This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries
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UlTimaTe eqUipmeNT to don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet. CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Magic Arms and Armor, obscuring mist
MITHRAL FULL PLATE OF SPEED AURA faint transmutation
CL 5th
PRICE
26,500 GP WEIGHT 25 lbs.
As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties. CONSTRUCTION REQUIREMENTS COST 18,500 GP Craft Magic Arms and Armor, haste
MITHRAL SHIRT AURA no aura (nonmagical)
PRICE
1,100 GP CL —
WEIGHT 10 lbs.
This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.
MORLOCK HIDE
PRICE
8,910 GP
AURA moderate illusion and transmutation CL 10th
WEIGHT 15 lbs.
This +1 shadow leather armor causes the wearer’s skin to warp and distort into a welter of horrid scarification. The armor itself disappears from view under this coat of scars and the wearer’s face appears as a loathsome, eyeless veil of flesh. This change is illusory, similar to glamered armor; however, morlock hide does cause the wearer’s arms and legs to extend and her posture to become hunched. She gains a +2 circumstance bonus on Acrobatics, Climb, and Escape Artist checks, and she can move through narrow spaces while squeezing at normal speed and with no penalty to AC or on attack rolls. CONSTRUCTION REQUIREMENTS COST 4,535 GP Craft Magic Arms and Armor, alter self, invisibility
MURDERER’S BLACKCLOTH AURA moderate necromancy
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PRICE
12,405 GP CL 9th
WEIGHT 10 lbs.
This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue’s sneak attacks by +1. CONSTRUCTION REQUIREMENTS COST 6,280 GP Craft Magic Arms and Armor, bleed, invisibility, silence
OTYUGH HIDE AURA faint evocation
PRICE
2,565 GP CL 5th
WEIGHT 25 lbs.
This muddy brown +1 hide armor carries a fetid stench like raw sewage, and occasionally sprouts angry and uncomfortable-looking blisters. Creatures other than the wearer are repulsed by the otyugh armor’s vile putridity. Any creature ending its turn adjacent to the wearer becomes sickened (Fortitude DC 13 negates) for as long as it remains adjacent to the wearer and for 1 round thereafter. A creature that strikes the wearer with a bite attack is affected the same way, even if it possesses exceptional reach and attacks while not adjacent to the wearer. If the wearer is swallowed whole, the attacker is automatically sickened and must succeed at a DC 13 Fortitude save at the beginning of its turn or be forced to regurgitate and drop the wearer harmlessly in an adjacent square (though the wearer is knocked prone during the regurgitation). Creatures with the scent ability suffer a –2 penalty to their saving throw against the stench of the otyugh armor. These abilities are poison effects; creatures immune to poison are immune to these effects as well. The wearer is immune to this effect. The wearer gains a +2 competence bonus on saves against disease, poison, and any effect that would cause her to become nauseated or sickened. CONSTRUCTION REQUIREMENTS COST 1,365 GP Craft Magic Arms and Armor, contagion, stinking cloud
PLATE ARMOR OF THE DEEP AURA moderate abjuration
PRICE
24,650 GP
CL 11th WEIGHT 50 lbs.
This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any waterbreathing creature with a language. CONSTRUCTION REQUIREMENTS COST 13,150 GP Craft Magic Arms and Armor, freedom of movement, tongues, water breathing
PRISMATIC PLATE AURA strong abjuration
PRICE
160,650 GP CL 13th WEIGHT 50 lbs.
This resplendent suit of +3 full plate shimmers and shifts between all the colors of the rainbow. A single color dominates the others at any given time. As a swift action, the wearer can change the dominant color. This color remains dominant until the wearer changes it again. When the wearer of prismatic plate is struck by a prismatic spray, or when he passes through a prismatic sphere or prismatic wall, he ignores the effect that matches the dominant armor color. He receives no special protection against the other colors of those spells. In addition to this benefit, each color provides a unique type of protection.
MAGIC ARMS AND ARMOR COLOR
EFFECT
Red Orange Yellow Green Blue Indigo Violet
Resist fire 30 Resist acid 30 Resist electricity 30 Immunity to poison Immunity to petrification +8 resistance bonus on saving throws against mind-affecting effects Protected by dimensional anchor, as the spell
CONSTRUCTION REQUIREMENTS COST 81,150 GP Craft Magic Arms and Armor, dimensional anchor, mind blank, neutralize poison, resist energy, stone to flesh, and prismatic sphere, prismatic spray, or prismatic wall
RHINO HIDE AURA moderate transmutation
PRICE
5,165 GP CL 9th
WEIGHT 25 lbs.
This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge. CONSTRUCTION REQUIREMENTS COST 2,665 GP Craft Magic Arms and Armor, bull’s strength
SCARAB BREASTPLATE AURA moderate transmutation
PRICE
32,350 GP CL 8th
WEIGHT 30 lbs.
This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms. In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm (Bestiary 16) and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. This lasts for an unlimited duration, but if the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer’s torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it. A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I (Ultimate Magic). At 8th level, she can also use it to duplicate vermin shape II (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST 16,350 GP Craft Magic Arms and Armor, creeping doom, spell turning, vermin shape II
SOOTHSAYER’S RAIMENT AURA faint divination
PRICE
10,300 GP CL 5th
WEIGHT 40 lbs.
This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description in the Advanced Player’s Guide). Its design and coloration are typically suggestive of its related mystery. While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer’s raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation grants an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if the armor is worn by a non-oracle. For divination spells with a percentage-based chance of success (such as augury and divination), the wearer’s chance increases by +5. CONSTRUCTION REQUIREMENTS COST 5,300 GP Craft Magic Arms and Armor, augury, creator must be an oracle with the desired revelation
WARDEN OF THE WOODS AURA moderate transmutation
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
PRICE
29,350 GP CL 11th WEIGHT 25 lbs.
The warden of the woods is a suit of +3 greenwood splint mail made of strips of laminated greenwood that flex with the wearer’s movement but stiffen when struck in battle. (The greenwood special material is described on page 50.) This armor is treated in all ways like medium armor, including when determining proficiency. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +2, and an armor check penalty of –4. As a move action, the wearer can snap a strip of wood loose from the armor. The strip lengthens into a weapon of a type chosen by the armor’s wearer. It can become a +1 greenwood club, a +1/+1 greenwood quarterstaff, or a +1 keen greenwood wooden stake. If the wearer creates a club or quarterstaff in this way, it gains the benefits of the shillelagh spell with a duration of 1 minute. Each weapon removed from the warden of the woods reduces the armor’s enhancement bonus by 1. Consequently, a maximum of three such weapons can be separated from the armor at any given time. The greenwood weapons keep their enhancement bonuses only while they’re in the wearer’s hands, though they remain masterwork weapons for other wielders. The wearer can reintegrate a weapon back into the warden of the woods as a move action and restore the lost enhancement bonus. Each day at dawn, the armor regenerates any missing strips (regaining its full enhancement bonus), and any weapons still detached from the armor crumble into dust. CONSTRUCTION REQUIREMENTS COST 14,850 GP Craft Magic Arms and Armor, ironwood, shillelagh, wood shape
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UlTimaTe eqUipmeNT
Specific Magic Shields ABSORBING SHIELD AURA strong transmutation
BELLIGERENT SHIELD AURA strong transmutation PRICE
50,170 GP CL 17th
WEIGHT 15 lbs.
This +1 heavy steel shield is made of metal, but its color is a flat black that seems to absorb light. Once every 2 days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack. This effect only functions as an attack—it can’t be activated to target a creature or weapon as it strikes the shield. CONSTRUCTION REQUIREMENTS COST 25,170 GP Craft Magic Arms and Armor, disintegrate
AVALANCHE SHIELD AURA strong evocation
PRICE
19,170 GP CL 12th
WEIGHT 10 lbs.
The front of this +1 bashing heavy steel shield looks as though it is crafted from hundreds of bits of rubble and larger stones. When used to make a shield bash attack, stones fall from the shield and cling to the target of the shield bash. The target must succeed at a DC 14 Fortitude saving throw or be entangled for 1d4 rounds. Once per day on command, the target’s wielder can choose to petrify the target of a shield bash instead. The target must succeed at a DC 16 Fortitude saving throw or become petrified for 1 minute. CONSTRUCTION REQUIREMENTS COST 9,670 GP Craft Magic Arms and Armor, bull’s strength, shape stone, flesh to stone
BATTLEMENT SHIELD AURA moderate conjuration
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PRICE
16,180 GP CL 9th
WEIGHT 45 lbs.
Once per day on command, this +2 tower shield can transform into a solid, 1-foot-thick, 10-foot-by-10-foot wall of masonry with a battlement on top and an arrow slit in each 5-foot length. The wall acts as cover just like any physical wall. The wielder can touch the wall with one hand and command it to revert to a tower shield either resting on the ground and balanced against his hand or strapped to his arm in the normal fashion. The wall has all the characteristics of any other foot-thick wall of masonry (hardness 8, 90 hit points, break DC 35). Attacks sufficient to destroy the wall cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. The shield remains in wall form until destroyed or commanded to return to shield form. The wall cannot appear in a space too small to accommodate it. CONSTRUCTION REQUIREMENTS COST 8,180 GP Craft Magic Arms and Armor, wall of stone
PRICE
36,170 GP CL 12th
WEIGHT 15 lbs.
This +1 animated bashing heavy steel shield rattles in anticipation during battle. When loosed into the air to defend its wearer, the belligerent shield attacks as well as defends. Each round starting the round after animation, the shield makes a single shield bash attack against a foe of its wearer’s choice within the wearer’s reach. This works as a standard shield bash attack using the wearer’s normal attack bonus with the shield, except that the wearer retains the shield bonus to AC, and while the shield’s attack is treated as an off-hand attack, the wearer does not take offhand penalties on her own attacks unless she is fighting with two weapons herself. If the wearer has any feats or abilities that benefit shield bashing attacks, they apply to attacks made by the belligerent shield. CONSTRUCTION REQUIREMENTS COST 18,170 GP Craft Magic Arms and Armor, bull’s strength, animate objects
BURGLAR’S BUCKLER AURA faint transmutation
PRICE
4,655 GP CL 5th
WEIGHT 5 lbs.
This unassuming +1 buckler has an array of small tools and implements embedded into the backside of its rim, able to be folded and snapped out for use at a moment’s notice to attack, defend, or accomplish roguish tasks. A burglar’s buckler grants the wielder a +2 competence bonus on Disable Device and Sleight of Hand checks, combat maneuver checks made to perform dirty tricks, and to CMD against dirty tricks. Once per day on command, the wielder may transform a burglar’s buckler into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, grappling hook, artisan’s tools, or thieves’ tools. The burglar’s buckler retains its normal hardness and hit points in this form and can be converted back into shield form on command. CONSTRUCTION REQUIREMENTS COST 2,450 GP Craft Magic Arms and Armor, major creation
CASTER’S SHIELD AURA moderate abjuration
PRICE
3,153 GP CL 6th
WEIGHT 5 lbs.
This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable. A random caster’s shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100). A caster’s shield has a 5% arcane spell failure chance. The price of the shield is modified by the value of the scroll spell if one is currently scribed.
MAGIC ARMS AND ARMOR CONSTRUCTION REQUIREMENTS COST 1,653 GP Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level
CASTER’S SHIELD, GREATER AURA moderate abjuration
CL 11th
PRICE
10,153 GP WEIGHT 5 lbs.
This +3 light wooden shield acts in all ways like a caster’s shield, but the strip can accommodate spells of up to 5th level. CONSTRUCTION REQUIREMENTS COST 5,153 GP Craft Magic Arms and Armor, Scribe Scroll
CELESTIAL SHIELD AURA moderate evocation
PRICE
13,170 GP CL 7th
WEIGHT 7 lbs.
This gold-edged +2 blinding heavy steel shield is impossibly light and handy despite its size. It has no armor check penalty or arcane spell failure chance, and it allows the wielder to use feather fall on himself once per day. A creature wearing celestial armor while wielding a celestial shield may command the armor to provide overland flight rather than fly once per day. CONSTRUCTION REQUIREMENTS COST 6,670 GP Craft Magic Arms and Armor, feather fall, overland flight
COLLAPSIBLE TOWER AURA moderate transmutation
PRICE
8,170 GP CL 6th
WEIGHT 15 lbs.
Three times per day, this +2 heavy steel shield can be commanded to transform into a +2 tower shield. It can stay in tower shield form for 1 minute or until it is commanded to take its normal form again (a swift action). A collapsible tower’s weight does not change when it takes tower shield form. CONSTRUCTION REQUIREMENTS COST 4,170 GP Craft Magic Arms and Armor, shrink item
DARKWOOD BUCKLER AURA no aura (nonmagical)
PRICE
203 GP CL —
WEIGHT 2-1/2 lbs.
This nonmagical masterwork light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.
DARKWOOD SHIELD AURA no aura (nonmagical)
PRICE
257 GP CL —
WEIGHT 5 lbs.
This nonmagical masterwork heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.
ARMOR SPECIAL ABILITIES
Table 3–6: Specific Shields d%
LESSER MINOR SHIELD
01–20 21–45 46–70 71–100
Living steel heavy shield Darkwood buckler Darkwood shield Mithral heavy shield
d%
GREATER MINOR SHIELD
01–30 31–75 76–100
Zombie skin shield Caster’s shield Burglar’s buckler
d%
LESSER MEDIUM SHIELD
PRICE
01–35 36–50 51–65 66–100
Spined shield Dragonslayer’s shield Collapsible tower Lion’s shield
5,580 gp 7,170 gp 8,170 gp 9,170 gp
d%
GREATER MEDIUM SHIELD
01–20 21–40 41–60 61–80 81–100
Caster shield, greater Celestial shield Maelstrom shield Volcanic shield Tempest shield
d%
LESSER MAJOR SHIELD
PRICE
01–20 21–40 41–60 61–80 81–100
Battlement shield Winged shield Avalanche shield Fortress shield Wyrmslayer’s shield
16,180 gp 17,257 gp 19,170 gp 19,180 gp 20,170 gp
d%
GREATER MAJOR SHIELD
PRICE
01–20 21–35 36–50 51–65 66–85 86–100
Spell ward tower shield Quick block buckler Belligerent shield Force tower Absorbing shield Elysian shield
25,180 gp 36,155 gp 36,170 gp 46,030 gp 50,170 gp 52,620 gp
PRICE
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
2,159 gp 3,153 gp 4,655 gp
DRAGONSLAYER’S SHIELD AURA faint abjuration
PRICE
120 gp 203 gp 257 gp 1,020 gp
PRICE
10,153 gp 13,170 gp 14,170 gp 14,170 gp 15,170 gp
PRICE
7,170 GP CL 5th
WEIGHT 15 lbs.
This +2 heavy steel shield has a distinct curve to its shape and often bears the device of a valiant knight. The wearer of this shield gains a +2 bonus on Reflex saves against effects that originate or burst from a point outside his own square, as though he had cover. It does not protect against spread effects. This bonus does not stack with that granted by actual cover or give cover to any creature other than the wearer. In addition, the dragonslayer’s shield grants its wielder a +2 morale bonus on Will saves against the frightful presence ability. CONSTRUCTION REQUIREMENTS COST 3,670 GP Craft Magic Arms and Armor, remove fear, shield of faith
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UlTimaTe eqUipmeNT ELYSIAN SHIELD AURA strong conjuration
PRICE
52,620 GP CL 13th
WEIGHT 45 lbs.
This +2 ghost touch tower shield is engraved with funerary runes depicting the peaceful rest of the contented dead. The wielder of an elysian shield is immune to the create spawn ability of undead, and once per day as an immediate action can negate a single energy drain, ability drain, or ability damage attack by an undead creature. In addition, once per day as a standard action, the wielder can release a wave of positive energy that panics undead, as the Turn Undead feat (Will DC 20 negates). CONSTRUCTION REQUIREMENTS COST 26,390 GP Craft Magic Arms and Armor, Turn Undead, death ward, etherealness
FORCE TOWER AURA moderate evocation
PRICE
46,030 GP CL 7th
WEIGHT 22 lbs.
This +1 arrow deflection ghost touch mithral tower shield glows with a perpetual bluish radiance. Infused with magical force, a force tower renders its wielder immune to magic missiles and also allows its wielder to use its arrow deflection special ability to deflect magical rays and ranged touch attacks. The Reflex save DC to deflect such attacks is equal to 20 + the level of the spell (or 1/2 the class level or Hit Dice of the creature that created the effect, if a supernatural effect). If a spell or effect creates multiple rays or attacks, the force tower deflects only one of them per round. CONSTRUCTION REQUIREMENTS COST 23,530 GP Craft Magic Arms and Armor, etherealness, resilient sphere, shield
FORTRESS SHIELD AURA moderate conjuration
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PRICE
19,180 GP CL 11th
WEIGHT 45 lbs.
The wearer of this +1 tower shield may, as a full-round action, transform the shield into a 1-inch-thick cube of iron that springs into being around him, completely enclosing his space. The cube has hardness 10 and 30 hit points per side. This cube grants the wearer total cover against everything outside the cube, including (as it is perfectly sealed) swarms and gas attacks. The inside of the cube is dark, and air cannot get in or out so the wearer must hold his breath starting on the third round after activating the cube. Attacks sufficient to destroy one side of the cube cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. Otherwise, the cube reverts to shield form upon command, if the wearer moves from his current space, or if the wearer falls unconscious or dies. CONSTRUCTION REQUIREMENTS COST 9,680 GP Craft Magic Arms and Armor, wall of iron
LION’S SHIELD AURA moderate conjuration
PRICE
9,170 GP CL 10th
WEIGHT 15 lbs.
This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder. CONSTRUCTION REQUIREMENTS COST 4,670 GP Craft Magic Arms and Armor, summon nature’s ally IV
LIVING STEEL HEAVY SHIELD AURA no aura (nonmagical)
CL —
PRICE
120 GP WEIGHT 15 lbs.
This nonmagical heavy steel shield is made out of living steel. It has no enhancement bonus, but its material and construction can damage metal weapons that strike it. Whenever the wielder of a metal weapon (other than one made of adamantine) rolls a natural 1 on an attack against a creature wielding this shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed.
MAELSTROM SHIELD AURA faint evocation
PRICE
14,170 GP CL 5th
WEIGHT 10 lbs.
The device of this +1 bashing heavy steel shield features a magical image of the trackless seas, complete with rolling waves and crashing whitecaps. When used to make a shield bash attack, the shield’s wielder can make a trip attack as a free action against the same target without provoking an attack of opportunity from the creature being tripped. On command, the wielder can make the shield produce a gallon of fresh drinkable water. Once per day on command, the wielder can use the maelstrom shield to emit a stream of water as the hydraulic push spell. CONSTRUCTION REQUIREMENTS COST 7,170 GP Craft Magic Arms and Armor, bull’s strength, control water, hydraulic push (Advanced Player’s Guide)
MITHRAL HEAVY SHIELD AURA no aura (nonmagical)
PRICE
1,020 GP CL —
WEIGHT 5 lbs.
This heavy shield is made of mithral and is thus much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.
QUICK BLOCK BUCKLER AURA strong abjuration
PRICE
36,155 GP CL 14th
WEIGHT 15 lbs.
MAGIC ARMS AND ARMOR Once per round as an immediate action, this +3 arrow deflection buckler can be used to block an incoming melee attack. When used in this way, the buckler’s enhancement bonus increases by +2 against that attack. The buckler’s user must decide to use this ability before the attack roll is made. When the shield’s user blocks a melee attack in this way, it cannot use its arrow deflection special ability for 1 round. CONSTRUCTION REQUIREMENTS COST 18,155 GP Craft Magic Arms and Armor, shield
SPELL WARD TOWER SHIELD AURA strong abjuration
CL 15th
PRICE
25,180 GP WEIGHT 15 lbs.
This +2 spell resistance (13) tower shield grants a +4 resistance bonus on Reflex saving throws against spells and spell-like abilities. Once per day, when the wearer succeeds at a saving throw against a spell or spell-like ability that allows a Reflex saving throw for half damage, she may spend an immediate action to instead take no damage from that spell or spell-like ability. CONSTRUCTION REQUIREMENTS COST 12,680 GP Craft Magic Arms and Armor, cat’s grace, spell resistance
SPINED SHIELD AURA moderate evocation
PRICE
5,580 GP CL 6th
WEIGHT 15 lbs.
This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19–20/×2). Fired spines regenerate each day. CONSTRUCTION REQUIREMENTS COST 2,875 GP Craft Magic Arms and Armor, magic missile
TEMPEST SHIELD AURA moderate evocation
PRICE
15,170 GP CL 6th
WEIGHT 10 lbs.
The face of this +1 bashing heavy steel shield swirls with the image of swirling clouds, driving rain, or falling snow. When used to make a shield bash attack, the shield’s wielder can make a bull rush maneuver as a free action against her target without provoking an attack of opportunity from the creature being bull rushed. Once per day on command, the wielder can cause the tempest shield to emit a stream of high-powered air as the gust of wind spell.
CONSTRUCTION REQUIREMENTS COST 8,170 GP Craft Magic Arms and Armor, bull’s strength, gust of wind
VOLCANIC SHIELD AURA faint evocation
PRICE
14,170 GP CL 5th
WEIGHT 10 lbs.
This +1 bashing heavy steel shield burns with an internal fire upon its boss, gaining the flaming weapon special ability when used to make shield bash attacks. On command, the wielder can make the shield belch forth smoke as a smokestick, but this smoke does not impair the shield user’s vision. Once per day, the wielder may cause the volcanic shield to erupt in a cascade of brimstone as the burning hands spell. CONSTRUCTION REQUIREMENTS COST 7,170 GP Craft Magic Arms and Armor, bull’s strength, burning hands, pyrotechnics
WINGED SHIELD
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
PRICE
17,257 GP
AURA faint transmutation
CL 5th
WEIGHT 10 lbs.
This +3 heavy wooden shield has designs resembling unfurled, arching bird wings carved into its face. Once per day, it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round. COST 8,707 GP
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, fly
WYRMSLAYER’S SHIELD AURA moderate abjuration
PRICE
20,170 GP CL 9th
WEIGHT 15 lbs.
This +4 heavy steel shield acts in all ways as a dragonslayer’s shield, except it grants a +6 morale bonus on Will saves against the frightful presence ability instead of a +2 morale bonus. CONSTRUCTION REQUIREMENTS COST 10,170 GP Craft Magic Arms and Armor, remove fear, shield of faith
ZOMBIE SKIN SHIELD AURA moderate abjuration
PRICE
2,159 GP CL 5th
WEIGHT 15 lbs.
This +1 light steel shield is wrapped in a layer of gray skin. Once per day, the wearer can animate the skin as a human zombie under her control, as if she had created it with animate dead, for a period of 5 minutes. When the time expires, the zombie returns to the shield. If the zombie is destroyed or cannot reach the shield by the time it expires, placing the shield on a Medium humanoid corpse for 1 hour recreates the shield’s skin. CONSTRUCTION REQUIREMENTS COST 1,159 GP Craft Magic Arms and Armor, animate dead
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UlTimaTe eqUipmeNT
Weapon Special Abilities
134
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls. Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks. Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once. Weapons or ammunition can be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material (see Chapter 1). CASTER LEVEL FOR WEAPONS: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. ADDITIONAL DAMAGE DICE: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit. RANGED WEAPONS AND AMMUNITION: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon. MAGIC AMMUNITION AND BREAKAGE: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage. Unlike other types of ammunition, firearm ammunition is destroyed when it is used and has no chance of being retrieved on a miss. LIGHT GENERATION: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. They can’t be concealed when drawn, nor can their light be shut off. Some of the specific
weapons detailed below always or never glow, as defined in their descriptions. HARDNESS AND HIT POINTS: Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. ACTIVATION: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities. MAGIC WEAPONS AND CRITICAL HITS: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage. WEAPONS FOR UNUSUALLY SIZED CREATURES: The cost of weapons for creatures that are neither Small nor Medium varies (see Chapter 1). The cost of the masterwork quality and any magical enhancement remains the same. SPECIAL QUALITIES: Roll d%. A 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.
MAGIC WEAPON SPECIAL ABILITY DESCRIPTIONS A weapon with a special ability must also have at least a +1 enhancement bonus.
ADAPTIVE AURA faint transmutation
PRICE
+1,000 GP CL 1st
WEIGHT —
This ability can only be placed on composite bows. An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder’s Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired. CONSTRUCTION REQUIREMENTS
COST +500 GP
Craft Magic Arms and Armor, warp wood
ADVANCING AURA faint transmutation
PRICE
+2 BONUS CL 5th
WEIGHT —
This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. This movement does not count against her ability to move or take a 5-foot step earlier or later in the round, though using this ability imposes a –2 penalty on all attack rolls until the start of her next turn. This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.
MAGIC ARMS AND ARMOR ARMOR SPECIAL ABILITIES
Table 3—7: Magic Weapon Table d%
LESSER MINOR WEAPON
d%
LESSER MAJOR WEAPON
01–80 81–100
+1 weapon Lesser minor specific weapon
+3 weapon +4 weapon +1 weapon with one +2 special ability* +1 weapon with one +3 special ability* +2 weapon with one +2 special ability* +3 weapon with one +1 special ability* +4 weapon with one +1 special ability* Lesser major specific weapon GREATER MAJOR WEAPON
d%
GREATER MINOR WEAPON
01–26 27–53 54–80 81–100
+1 weapon +2 weapon +1 weapon with one +1 special ability* Greater minor specific weapon
01–10 11–22 23–32 33–44 45–56 57–68 69–80 81–100
d%
LESSER MEDIUM WEAPON
d%
01–10 11–20 21–32 33–44 45–56 57–68 69–80 81–100
+1 weapon +2 weapon +3 weapon +1 weapon with one +1 special ability* +1 weapon with two +1 special abilities* +1 weapon with one +2 special ability* +2 weapon with one +1 special ability* Lesser medium specific weapon
01–10 +4 weapon 11–20 +5 weapon 21–30 +4 weapon with one +1 special ability* 31–38 +4 weapon with one +2 special ability* 39–46 +4 weapon with one +3 special ability* 47–51 +4 weapon with one +4 special ability* 52–59 +5 weapon with one +1 special ability* 60–67 +5 weapon with one +2 special ability* 68–71 +5 weapon with one +3 special ability* 72–74 +5 weapon with one +4 special ability* 75–77 +5 weapon with one +4 special ability and one +1 special ability* 78–80 +5 weapon with one +3 special ability and one +2 special ability* 81–100 Greater major specific weapon * See Table 3–8 for Melee Weapon Special Abilities, Table 3–9 for Ranged Weapon Special Abilities, and Table 3–10 for Ammunition Special Abilities.
d%
GREATER MEDIUM WEAPON
01–10 11–22 23–32 33–44 45–56 57–68 69–80 81–100
+2 weapon +3 weapon +1 weapon with one +1 special ability* +1 weapon with one +2 special ability* +2 weapon with one +1 special ability* +2 weapon with one +2 special ability* +3 weapon with one +1 special ability* Greater medium specific weapon
CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, feather step (Advanced Player’s Guide)
ALLYING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, magic weapon
ANARCHIC AURA moderate evocation
PRICE
+2 BONUS CL 7th
WEIGHT —
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
points of damage against all creatures of lawful alignment. It bestows one permanent negative level (Core Rulebook 562) on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, chaos hammer, creator must be chaotic
ANCHORING AURA moderate transmutation
PRICE
+2 BONUS CL 10th
WEIGHT —
This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10
135
UlTimaTe eqUipmeNT feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, levitate
AXIOMATIC
PRICE
+2 BONUS
AURA moderate evocation
CL 7th
WEIGHT —
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, order’s wrath, creator must be lawful
BANE
PRICE
+1 BONUS
AURA moderate conjuration
CL 8th
WEIGHT —
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon’s designated foe, roll on the following table. d%
DESIGNATED FOE
01–05 06–09 10–16 17–22 23–27 28–60 61–65 66–70 71–72 73–88 89–90 91–98 99–100
Aberrations Animals Constructs Dragons Fey Humanoids (pick one subtype) Magical beasts Monstrous humanoids Oozes Outsiders (pick one subtype) Plants Undead Vermin
CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, summon monster I
BENEVOLENT AURA faint enchantment
136
PRICE
+1 BONUS CL 5th
WEIGHT —
This ability can only be placed on a melee weapon. When the wielder of a benevolent weapon uses the aid
Table 3—8: Melee Weapon Special Abilities d%
01 02 03 04–08 09 10 11–12 13–16 17 18 19 20–21 22 23–26 27 28–33 34–39 40–41 42–45 46–47 48 49 50 51–52 53–54 55–59 60–61 62 63–64
+1 WEAPON SPECIAL ABILITY
BASE PRICE MODIFIER1
Impervious Glamered Allying Bane Benevolent Called Conductive Corrosive Countering Courageous Cruel Cunning Deadly Defending Dispelling Flaming Frost Furious Ghost touch Grayflame Grounding Guardian Heartseeker Huntsman Jurist Keen3 Ki focus Limning Menacing
+3,000 gp +4,000 gp +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus
another action to grant an ally a bonus on attack rolls, he increases the aid another bonus by the enhancement bonus of the weapon. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, aid
BRILLIANT ENERGY AURA strong transmutation
PRICE
+4 BONUS CL 16th
WEIGHT —
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects. CONSTRUCTION REQUIREMENTS
COST +4 bonus
Craft Magic Arms and Armor, gaseous form, continual flame
MAGIC ARMS AND ARMOR 65
Merciful
+1 bonus
66–68 69 70 71 72 73 74 75–80 81–85 86 87–91 92–96 97 98–100
Mighty cleaving Mimetic Neutralizing Ominous Planar Quenching Seaborne Shock Spell storing Thawing Throwing Thundering Valiant Vicious
+1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus
d%
+2 WEAPON SPECIAL ABILITY
01 02–10 11–19 20 21–27 28 29 30–38 39–47 48 49 50–58 59–67 68
Advancing Anarchic Anchoring Axiomatic Corrosive burst Defiant Dispelling burst Disruption2 Flaming burst Furyborn Glorious Holy Icy burst Igniting
BASE PRICE MODIFIER1
+2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus
CALLED AURA moderate conjuration
PRICE
+1 BONUS CL 9th
WEIGHT —
A called weapon can be teleported to the wielder’s hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature’s possession for at least 24 hours for this ability to function. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, teleport
CONDUCTIVE AURA moderate necromancy
PRICE
+1 BONUS CL 8th
WEIGHT —
A conductive weapon is able to channel the energy of a spelllike or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). When the wielder makes a
69 70 71 72 73 74 75–83 84 85–91 92–100
Impact4 Invigorating Ki intensifying Lifesurge Negating Phase locking Shocking burst Stalking Unholy Wounding
d%
+3 WEAPON SPECIAL ABILITY
01–20 21–40 41–80 81–100 d%
+2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
BASE PRICE MODIFIER1
Nullifying Repositioning Speed Spellstealing
+3 bonus +3 bonus +3 bonus +3 bonus
+4 OR +5 WEAPON SPECIAL ABILITY
BASE PRICE MODIFIER1
01–40 Brilliant energy +4 bonus 41–80 Dancing +4 bonus 81–90 Vorpal3 +5 bonus 91–95 Transformative +10,000 gp 96–100 Dueling +14,000 gp 1 Add to enhancement bonus on Table 3–9 to determine total price. 2 Bludgeoning weapons only. 3 Piercing or slashing weapons only (slashing only for vorpal). 4 This special ability cannot be applied to light melee weapons.
successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, spectral hand
CONSERVING AURA moderate conjuration
PRICE
+1 BONUS CL 7th
WEIGHT —
This ability cannot be placed on firearms. Only projectile weapons can be made conserving. When the wielder
137
UlTimaTe eqUipmeNT Table 3—9: Weapon Pricing by Bonus WEAPON BONUS
BASE PRICE
1
+1 2,000 gp +2 8,000 gp +3 18,000 gp +4 32,000 gp +5 50,000 gp +62 72,000 gp +72 98,000 gp +82 128,000 gp +92 162,000 gp +102 200,000 gp 1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition. 2 A weapon can’t have an enhancement bonus higher than +5. Use these lines to determine price when special abilities are added in. misses with a ranged attack, the fired ammunition teleports unharmed to its quiver, case, or pouch. If the ammunition in question would be destroyed for other reasons than merely being launched, such as an arrow that breaks apart in flight, this special ability does not function and the ammunition is destroyed as normal. Effects that block teleportation prevent this special ability from working. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, abundant ammunition (Ultimate Combat), dimension door
CORROSIVE AURA moderate evocation
PRICE
+1 BONUS CL 10th
WEIGHT —
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, acid arrow
CORROSIVE BURST AURA moderate evocation
PRICE
WEIGHT —
A corrosive burst weapon functions as a corrosive weapon that explodes with searing acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive special ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon’s critical modifier is �3, add an extra 2d10 points of acid damage instead, and if the modifier is �4, add an extra 3d10 points. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit. CONSTRUCTION REQUIREMENTS
138
Craft Magic Arms and Armor, acid arrow
AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder’s reach. Countering can only be placed on melee weapons. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Combat Reflexes, Craft Magic Arms and Armor, cat’s grace
COURAGEOUS AURA faint enchantment
PRICE
+1 BONUS CL 3rd
WEIGHT —
This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, any morale bonus on saving throws against fear the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, heroism, remove fear
CRUEL AURA faint necromancy
PRICE
+1 BONUS CL 5th
WEIGHT —
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, cause fear, death knell
+2 BONUS CL 12th
COUNTERING
COST +2 bonus
CUNNING AURA moderate divination
PRICE
+1 BONUS CL 6th
WEIGHT —
This special ability allows a weapon to find chinks in a foe’s defenses using the wielder’s knowledge of the target. Whenever the weapon’s attack is a critical threat, the wielder gains a +4 bonus on the confirmation roll if she has 5 or more ranks in a Knowledge skill that would be used to identify the target’s creature type, or a +6 bonus instead if she has 15 or more ranks. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, true strike
DANCING AURA strong transmutation
PRICE
+4 BONUS CL 15th
WEIGHT —
MAGIC ARMS AND ARMOR
Table 3—10: Ranged Weapon Special Abilities d%
01 02 03 04–06 07–15 16 17–19 20 21–24 25 26–28 29–36 37–45 46–54 55–58 59–62 63 64 65–66 67 68 69–76 77–84 85–92 93–100
+1 WEAPON SPECIAL ABILITY
BASE PRICE MODIFIER1
Adaptive2 Impervious Glamered Allying Bane3 Called Conductive Conserving4 Corrosive3 Cruel Cunning Distance Flaming3 Frost3 Huntsman Jurist Limning Lucky5 Merciful3 Planar Reliable5 Returning6 Seeking Shock3 Thundering3
+1,000 gp +3,000 gp +4,000 gp +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons. CONSTRUCTION REQUIREMENTS
COST +4 bonus
Craft Magic Arms and Armor, animate objects
DEADLY AURA faint necromancy
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons that normally deal nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally
d%
01–10 11–13 14–23 24–31 32–34 35–37 38–48 49–58 59–69 70–73 74–76 77–86 87–90 91–100 d%
+2 WEAPON SPECIAL ABILITY
BASE PRICE MODIFIER1
Anarchic3 Anchoring6 Axiomatic3 Corrosive burst3 Designating, lesser3 Endless ammunition7 Flaming burst3 Holy3 Icy burst3 Igniting3 Phase locking3 Shocking burst3 Stalking Unholy3
+2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus
+3 OR +4 WEAPON SPECIAL ABILITY
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
BASE PRICE MODIFIER1
01–25 Lucky, greater5 +3 bonus 26–45 Reliable, greater5 +3 bonus 46–85 Speed +3 bonus 86–94 Brilliant energy3 +4 bonus 95–96 Designating, greater3 +4 bonus 97–98 Nimble shot +4 bonus 99–100 Second chance3 +4 bonus 1 Add to enhancement bonus on Table 3–9 to determine total price. 2 Only bows can have this ability (composite only for adaptive). 3 Projectile weapons with this ability bestow this power upon their ammunition. 4 Firearms cannot have this special ability. 5 Only firearms can have this special ability. 6 Only thrown ranged weapons can have this special ability. 7 Only bows and crossbows can have this special ability. able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, inflict light wounds
DEFENDING AURA moderate abjuration
PRICE
+1 BONUS CL 8th
WEIGHT —
A defending weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, shield or shield of faith
139
UlTimaTe eqUipmeNT DEFIANT AURA strong abjuration
PRICE
+2 BONUS CL 10th
WEIGHT —
This special ability can only be placed on melee weapons. A defiant weapon helps its wielder stay alive in desperate conditions. It stays in its wielder’s hand even if she is panicked, stunned, or unconscious. She adds the weapon’s enhancement bonus as a bonus on checks to stabilize when dying and on saving throws to end ongoing conditions such as disease, poison, and hold person. If the wielder possesses Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes, she gains a number of additional daily uses equal to the weapon’s enhancement bonus that can be used on any of these feats. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, Heroic Defiance, break enchantment, stabilize
DESIGNATING, GREATER AURA moderate enchantment
PRICE
+4 BONUS CL 12th
WEIGHT —
This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +4 morale bonus on melee attack rolls and a +6 morale bonus on melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration. CONSTRUCTION REQUIREMENTS
COST +4 bonus
Craft Magic Arms and Armor, instant enemy (Advanced Player’s Guide)
DESIGNATING, LESSER AURA moderate enchantment
PRICE
+2 BONUS CL 7th
WEIGHT —
This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +2 morale bonus on melee attack and melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, instant enemy (Advanced Player’s Guide)
DISPELLING AURA strong abjuration
140
PRICE
+1 BONUS CL 10th
WEIGHT —
A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to a magus’s dispelling strike arcana or a barbarian’s spell sunder or sunder enchantment combat maneuver check.
CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, dispel magic, creator must be a caster of at least 10th level
DISPELLING BURST AURA strong abjuration
PRICE
+2 BONUS CL 12th
WEIGHT —
A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher). If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, greater dispel magic, creator must be a caster of at least 12th level
DISRUPTION AURA strong conjuration
PRICE
+2 BONUS CL 14th
WEIGHT —
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed at a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, heal
DISTANCE AURA moderate divination
PRICE
+1 BONUS CL 6th
WEIGHT —
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, clairaudience/clairvoyance
DRY LOAD AURA faint abjuration
PRICE
+1,500 GP CL 3rd
WEIGHT —
This weapon special ability can only be applied to alchemical or metal firearm cartridges. Dry load cartridges can be used to load guns underwater or in other airless environments, such as a vacuum. This special ability protects the cartridge’s contents as it is being loaded into a firearm and creates a residual bubble of air that surrounds that firearm, further protecting the ammunition and allowing the firearm with this ammunition loaded in it to be fired in an airless environment.
MAGIC ARMS AND ARMOR After the cartridge is loaded, the bubble of air lasts for 3 minutes or until the firearm is fired, whichever occurs first. A firearm loaded with this ammunition still takes the –2 penalty on attack rolls when fired underwater for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When firing a dry load cartridge underwater or in an airless environment, a misfire that results in a firearm explosion occurs normally. The listed price is for 50 dry load cartridges. CONSTRUCTION REQUIREMENTS
COST +750 GP
Craft Magic Arms and Armor, air bubble (Ultimate Combat)
DUELING AURA faint transmutation
PRICE
+14,000 GP CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder. CONSTRUCTION REQUIREMENTS
COST +7,000 GP
Craft Magic Arms and Armor, cat’s grace
ENDLESS AMMUNITION AURA moderate conjuration
PRICE
+2 BONUS CL 9th
WEIGHT —
Only bows and crossbows can be made into endless ammunition weapons—firearms and other projectile weapons cannot. Each time an endless ammunition weapon is nocked, a single nonmagical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with ammunition. If the wielder attempts to load the weapon with other ammunition, the created arrow or bolt immediately vanishes and the wielder can load the weapon as normal. This ability does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. Unlike normal bow and crossbow ammunition, these arrows and bolts are always destroyed when fired. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, minor creation
FLAMING AURA moderate evocation
+1 BONUS WEIGHT —
Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given. CONSTRUCTION REQUIREMENTS
d%
01–05 06–16 17 18–28 29 30 31–43 44–56 57–64 65 66–67 68 69–73 74–86 87–100 d%
01–10 11–20 21–30 31–33 34–45 46–55 56–67 68–70 71–80 81–90 91–100 d%
+1 AMMUNITION SPECIAL ABILITY
BASE PRICE MODIFIER1
SPECIFIC MAGIC ARMOR & SHIELDS
Dry load2 Bane Conductive Corrosive Cruel Cunning Flaming Frost Ghost touch Limning Merciful Planar Seeking Shock Thundering
+1,500 gp +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus +1 bonus
WEAPON SPECIAL ABILITIES
+2 AMMUNITION SPECIAL ABILITY
BASE PRICE MODIFIER1
Anarchic Axiomatic Corrosive burst Designating, lesser Flaming burst Holy Icy burst Igniting Phase locking Shocking burst Unholy
+2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus +2 bonus
+4 AMMUNITION SPECIAL ABILITY
BASE PRICE MODIFIER1
COST +1 bonus
Craft Magic Arms and Armor and fireball, flame blade, or flame strike
SPECIFIC MAGIC WEAPONS
01–66 Brilliant energy +4 bonus 67–00 Designating, greater +4 bonus 1 Add to enhancement bonus on Table 3–9 to determine total price. 2 This special ability can only be applied to alchemical or metal firearm cartridges.
FLAMING BURST AURA strong evocation
PRICE
CL 10th
Table 3—11: Ammunition Special Abilities
ARMOR SPECIAL ABILITIES
PRICE
+2 BONUS CL 12th
WEIGHT —
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is �3, add an extra 2d10 points of fire damage instead, and if the multiplier is �4, add an extra 3d10 points of fire damage. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
141
UlTimaTe eqUipmeNT CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor and fireball, flame blade, or flame strike
corporeal or incorporeal. This special ability can only be placed on melee weapons and ammunition. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, plane shift
FROST AURA moderate evocation
PRICE
+1 BONUS CL 8th
WEIGHT —
Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, chill metal or ice storm
FURIOUS AURA moderate enchantment
PRICE
+1 BONUS CL 8th
WEIGHT —
This special ability can only be placed on melee weapons. A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, rage
FURYBORN AURA moderate enchantment
PRICE
+2 BONUS CL 7th
WEIGHT —
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, rage
GHOST TOUCH AURA moderate conjuration
142
PRICE
+1 BONUS CL 9th
WEIGHT —
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both
GLAMERED AURA moderate illusion
PRICE
+4,000 GP CL 10th
WEIGHT —
A glamered weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) when so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is disguised. After a glamered weapon is used to attack, this special ability is suppressed for 1 minute. CONSTRUCTION REQUIREMENTS
COST +2,000 GP
Craft Magic Arms and Armor, disguise self, magic aura
GLORIOUS AURA moderate evocation
PRICE
+2 BONUS CL 5th
WEIGHT —
A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, and any creature the wielder attacks in melee is automatically dazzled until the beginning of the wielder’s next turn. When a glorious weapon confirms a critical hit, the target is blinded until the beginning of the wielder’s next turn (DC 14 Will negates); if the weapon’s critical multiplier is greater than ×2, this blindness lasts 1 additional round per multiple over ×2. Only a melee weapon can have the glorious ability. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, blindness/deafness, daylight, flare
GRAYFLAME AURA moderate transmutation
PRICE
+1 BONUS CL 6th
WEIGHT —
This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon’s extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon’s extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, Channel Smite, align weapon
MAGIC ARMS AND ARMOR
GROUNDING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. A grounding weapon can safely touch electrically charged surfaces without harm to its wielder. When used against a creature of the air subtype, it deals an extra 1d6 points of damage. The wielder of a grounding weapon receives a +2 competence bonus on saving throws against air- and electricity-based effects, and the weapon itself is immune to electricity damage. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, shocking grasp
GUARDIAN AURA moderate abjuration
PRICE
+1 BONUS CL 8th
WEIGHT —
This special ability can only be placed on melee weapons. A guardian weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon. The bonus on saving throws lasts until his next turn. Only the weapon’s own enhancement bonus can be sacrificed, not any enhancement bonus provided by other effects such as a greater magic weapon spell. However, the total of such effects is still diminished by the amount allocated to improving saving throws. If a weapon has both the defending and guardian abilities, allocating a single point of enhancement bonus increases either AC or saving throws, but not both. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, resistance PRICE
+1 BONUS CL 7th
WEIGHT —
This special ability can only be placed on melee weapons. A heartseeker weapon is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, death knell
HOLY AURA moderate evocation
CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, holy smite, creator must be good
HUNTSMAN AURA moderate divination
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
PRICE
+1 BONUS CL 7th
WEIGHT —
A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, detect animals or plants
ICY BURST AURA moderate evocation
PRICE
+2 BONUS CL 10th
WEIGHT —
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. CONSTRUCTION REQUIREMENTS
HEARTSEEKER AURA moderate necromancy
bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
ARMOR SPECIAL ABILITIES
COST +2 bonus
Craft Magic Arms and Armor, chill metal or ice storm
IGNITING AURA strong evocation
PRICE
+2 BONUS CL 12th
WEIGHT —
An igniting weapon functions as a flaming weapon that also causes the target to catch fire (Core Rulebook 444) upon striking it with a successful critical hit. The target does not get a saving throw to avoid catching fire, but can make a save each round on its turn to put out the fire. The flaming ability must be active for the weapon to set enemies on fire. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, flame blade, flame strike, or fireball PRICE
+2 BONUS CL 7th
WEIGHT —
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It
IMPACT AURA moderate transmutation
PRICE
+2 BONUS CL 9th
WEIGHT —
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one
143
UlTimaTe eqUipmeNT size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, bull’s strength, lead blades (Advanced Player’s Guide), righteous might or giant form I
IMPERVIOUS AURA moderate transmutation
PRICE
+3,000 GP CL 7th
WEIGHT —
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus. CONSTRUCTION REQUIREMENTS
COST +1,500 GP
Craft Magic Arms and Armor, fabricate, make whole
INVIGORATING AURA faint enchantment
PRICE
+2 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder’s next turn. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, good hope
JURIST AURA faint transmutation
PRICE
+1 BONUS CL 4th
WEIGHT —
When an inquisitor wielder uses her judgment class ability while wielding a jurist weapon, it grants her an enhancement bonus on her Perception checks and to CMD. The bonus is +1 on the first round of her judgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, owl’s wisdom
KEEN AURA moderate transmutation
144
PRICE
+1 BONUS CL 10th
WEIGHT —
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn’t stack with any other effects that expand the
threat range of a weapon (such as the keen edge spell or the Improved Critical feat). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, keen edge
KI FOCUS AURA moderate transmutation
PRICE
+1 BONUS CL 8th
WEIGHT —
This special ability can be placed only on melee weapons. The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk’s ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, creator must be a monk
KI INTENSIFYING AURA strong transmutation
PRICE
+2 BONUS CL 12th
WEIGHT —
The weapon channels and amplifies the wielder’s ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk’s ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1). After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver. Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, creator must be a monk
LIFESURGE AURA moderate conjuration
PRICE
+2 BONUS CL 8th
WEIGHT —
This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon’s enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.
MAGIC ARMS AND ARMOR In combat, the weapon’s critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of ×3, 3d8 if it is ×4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, Channel Smite, cure serious wounds, death ward, disrupt undead
LIMNING AURA faint evocation
PRICE
+1 BONUS CL 5th
WEIGHT —
When a limning weapon is wielded, a pale glow outlines it. On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as the spell) for 1 round. Magical means of concealment include blur, displacement, invisibility, and similar effects, whether from a spell, spell-like ability, or supernatural means, but not those provided by extraordinary abilities. A limning weapon has no special effect against creatures merely hiding or concealed by nonmagical means, or those hidden by environmental conditions (even magical) such as darkness or fog. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, faerie fire
LUCKY AURA moderate transmutation
PRICE
+1 BONUS CL 8th
WEIGHT —
This special ability can only be placed on one-handed or two-handed firearms. A lucky firearm has its own magical reservoir of grit (see Ultimate Combat). Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the firearm. Often these marks take the form of holy symbols or fetishes, but such a reservoir can take just about any form. This reservoir holds 1 grit point, which is refreshed at the start of each day. Whether or not the wielder of a lucky firearm has any deeds (see Ultimate Combat), she can always spend 1 grit point from the lucky firearm to reroll an attack from it that would result in a misfire. When the wielder does so, she must take the second result, even if that attack roll also results in a misfire. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, heroism, creator must be a grit user
LUCKY, GREATER AURA strong enchantment
PRICE
+3 BONUS CL 12th
WEIGHT —
This special ability can only be placed on one-handed or twohanded firearms. A greater lucky firearm is nearly identical to a lucky firearm, but its reservoir holds 3 grit points instead of 1. A firearm cannot have both this special ability and the lucky special ability.
COST +3 bonus
ARMOR SPECIAL ABILITIES
Craft Magic Arms and Armor, greater heroism, creator must be a grit user
SPECIFIC MAGIC ARMOR & SHIELDS
CONSTRUCTION REQUIREMENTS
MENACING AURA moderate illusion
PRICE
+1 BONUS CL 10th
WEIGHT —
This special ability can only be placed on melee weapons. A menacing weapon helps allies deal with flanked foes. When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature. CONSTRUCTION REQUIREMENTS
WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
COST +1 bonus
Craft Magic Arms and Armor, phantasmal killer
MERCIFUL AURA faint conjuration
PRICE
+1 BONUS CL 5th
WEIGHT —
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, cure light wounds
MIGHTY CLEAVING AURA moderate evocation
PRICE
+1 BONUS CL 8th
WEIGHT —
This special ability can only be placed on melee weapons. A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the first foe. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, divine power
MIMETIC AURA faint abjuration
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. Each time the wielder damages a creature using a mimetic weapon, he gains resistance 10 to one energy type that the creature is resistant or immune to for 1 round (if the creature damaged has multiple types of resistance, the wielder chooses one of those resistances to take). This resistance stacks with itself, to a maximum of 30 points of resistance against a given energy type, but not with other sources of energy resistance. The creature’s own resistances and immunities are unaffected. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, resist energy
NEGATING AURA moderate abjuration
PRICE
+2 BONUS CL 5th
WEIGHT —
145
UlTimaTe eqUipmeNT A negating weapon briefly nullifies some forms of damage reduction when it damages a creature. Whenever a negating weapon damages a foe with DR/chaotic, DR/evil, DR/good, DR/lawful, or DR/magic, it reduces the value of that damage reduction by 5 points for 1 round. For example, a +1 negating lance hitting a creature with DR 10/good and lawful reduces the creature’s DR to 5/good and lawful. If the creature has a component to its damage reduction other than the alignment types listed above, that component is unaffected. Thus, if the +1 negating lance above hits a demon with DR 10/good and cold iron, it would leave the demon with DR 10/cold iron and 5/good for 1 round. The effects of multiple negating weapons (or multiple hits from the same weapon) do not stack. This ability can only be placed on melee weapons. CONSTRUCTION REQUIREMENTS
COST +2 bonus
OMINOUS AURA faint evocation
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon’s critical multiplier is greater than ×2, this condition lasts 1 additional minute per multiple over ×2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, doom or scare
Craft Magic Arms and Armor, dispel chaos, evil, good, or law
NEUTRALIZING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. A neutralizing weapon thrust into up to 1 gallon of nonmagical corrosive liquid transforms it into harmless water. When used against a creature of the earth subtype, it deals an extra 1d6 points of damage. The wielder of a neutralizing weapon receives a +2 competence bonus on saving throws against acid- and earth-based effects, and the weapon itself is immune to acid damage. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, purify food and drink
NIMBLE SHOT AURA moderate abjuration
PRICE
+4 BONUS CL 11th
WEIGHT —
This special ability can only be placed on ranged weapons. A nimble shot weapon doesn’t provoke attacks of opportunity when fired. CONSTRUCTION REQUIREMENTS
COST +4 bonus
Craft Magic Arms and Armor, bow spirit (Advanced Player’s Guide)
NULLIFYING AURA strong abjuration
PRICE
+3 BONUS CL 12th
WEIGHT —
This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature’s spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target’s spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon’s critical multiplier. Multiple hits from a nullification weapon stack. CONSTRUCTION REQUIREMENTS
146
Craft Magic Arms and Armor, antimagic field
COST +3 bonus
PHASE LOCKING AURA moderate abjuration
PRICE
+2 BONUS CL 7th
WEIGHT —
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, dimensional anchor
PLANAR AURA moderate conjuration
PRICE
+1 BONUS CL 9th
WEIGHT —
A planar weapon is effective against all types of extradimensional beings, able to pierce their resistance to physical harm. When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, plane shift
QUENCHING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. A quenching weapon thrust into a nonmagical fire of Medium size or smaller extinguishes it. When used against a creature of the fire subtype, it deals an extra 1d6 points of damage. The wielder of a quenching weapon receives a +2 competence bonus on saving throws against fire-based effects, and the weapon itself is immune to fire damage. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, chill metal
RELIABLE AURA moderate transmutation
PRICE
+1 BONUS CL 8th
WEIGHT —
This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the
MAGIC ARMS AND ARMOR affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, mending PRICE
+3 BONUS CL 12th
WEIGHT —
This special ability can only be placed on firearms. A greater reliable firearm is enchanted so as to be less likely to jam than other firearms. The greater reliable special ability reduces the misfire value of the affected firearm by 4 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. A firearm with the greater reliable special ability cannot have the reliable special ability. CONSTRUCTION REQUIREMENTS
COST +3 bonus
SPECIFIC MAGIC ARMOR & SHIELDS
COST +1 bonus
WEAPON SPECIAL ABILITIES
Craft Magic Arms and Armor, freedom of movement, touch of the sea (Advanced Player’s Guide)
SPECIFIC MAGIC WEAPONS
CONSTRUCTION REQUIREMENTS
RELIABLE, GREATER AURA strong enchantment
Swim checks equal to twice the weapon’s enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement.
ARMOR SPECIAL ABILITIES
SECOND CHANCE AURA moderate abjuration
PRICE
+4 BONUS CL 11th
WEIGHT —
This special ability can only be placed on bows. Once per round, when a shot made with this weapon misses its target, as a free action the weapon’s wielder can cause that shot to swerve and try to hit the target again. The arrow fired gets a second attack at the same attack bonus as the first attack it made. CONSTRUCTION REQUIREMENTS
COST +4 bonus
Craft Magic Arms and Armor, ricochet shot (Ultimate Combat)
Craft Magic Arms and Armor, make whole
REPOSITIONING AURA moderate enchantment
PRICE
+3 BONUS CL 10th
WEIGHT —
This special ability can only be placed on melee weapons. A repositioning weapon grants the wielder a +2 enhancement bonus on combat maneuver checks to reposition a foe (Advanced Player’s Guide 322). If the wielder confirms a critical hit with the weapon, he can attempt to reposition his opponent as a free action. These reposition attempts still provoke attacks of opportunity as normal. A weapon cannot have both the anchoring and repositioning special abilities. CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, telekinesis
RETURNING AURA moderate transmutation
PRICE
+1 BONUS CL 7th
WEIGHT —
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, telekinesis
SEABORNE AURA moderate transmutation
PRICE
+1 BONUS CL 7th
WEIGHT —
This special ability can only be placed on melee weapons. A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on
SEEKING AURA strong divination
PRICE
+1 BONUS CL 12th
WEIGHT —
This special ability can only be placed on ranged weapons. A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, true seeing
SHOCK AURA moderate evocation
PRICE
+1 BONUS CL 8th
WEIGHT —
Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, call lightning or lightning bolt
SHOCKING BURST AURA moderate evocation
PRICE
+2 BONUS CL 10th
WEIGHT —
A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.
147
UlTimaTe eqUipmeNT Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, call lightning or lightning bolt
SPEED AURA moderate transmutation
PRICE
+3 BONUS CL 7th
WEIGHT —
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, haste
SPELL STORING AURA strong evocation and varies
PRICE
+1 BONUS CL 12th
WEIGHT —
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons. A spell storing weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, creator must be a caster of at least 12th level
SPELLSTEALING AURA strong divination
148
PRICE
+3 BONUS CL 13th
WEIGHT —
This special ability can only be placed on melee weapons. A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon’s caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the
spellstealing weapon has a critical multiplier greater than ×2, the wielder may attempt to steal one additional spell effect per additional multiple beyond ×2 (two effects for ×3, and so on). CONSTRUCTION REQUIREMENTS
COST +3 bonus
Craft Magic Arms and Armor, greater arcane sight, limited wish
STALKING AURA moderate divination
PRICE
+2 BONUS CL 10th
WEIGHT —
The longer the wielder of a stalking weapon studies a target, the more effective her strike. As a standard action, a character wielding a stalking weapon can command it to study a creature within 60 feet. The wielder must have line of effect and line of sight to that target. When the wielder attacks the studied creature, on a successful hit the stalking weapon deals +1d6 points of bonus damage per consecutive round spent studying a target, up to a number of bonus dice equal to the stalking weapon’s enhancement bonus. This bonus damage is precision damage and only applies to the first successful hit against that creature. If the wielder attacks a creature other than the studied creature, commands the weapon to study a different creature, or ends her turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, hunter’s eye, true strike
THAWING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. A thawing weapon thrust into a nonmagical frozen object of Medium size or smaller melts the ice from it. When used against a creature with the cold subtype, it deals an extra 1d6 points of damage. The wielder of a thawing weapon receives a +2 competence bonus on saving throws against ice-based effects, and the weapon itself is immune to cold damage. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, heat metal
THROWING AURA faint transmutation
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, magic stone
THUNDERING AURA faint necromancy
PRICE
+1 BONUS CL 5th
WEIGHT —
MAGIC ARMS AND ARMOR A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a successful DC 14 Fortitude save or be deafened permanently. CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, blindness/deafness
TRANSFORMATIVE AURA moderate transmutation
AURA faint divination
PRICE
+1 BONUS CL 5th
WEIGHT —
This special ability can only be placed on melee weapons. When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe’s weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe. CONSTRUCTION REQUIREMENTS
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
COST +1 bonus
Craft Magic Arms and Armor, true strike PRICE
+10,000 GP CL 10th
VALIANT
ARMOR SPECIAL ABILITIES
WEIGHT —
VICIOUS AURA moderate necromancy
PRICE
+1 BONUS CL 9th
WEIGHT —
This special ability can only be placed on melee weapons. A transformative weapon alters its shape at its wielder’s command, becoming any other melee weapon of the same general shape and handedness; the weapon’s categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can thus become an actual Medium longsword, usable by a Medium creature without the –2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon special abilities, except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen special ability when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.
This special ability can only be placed on melee weapons. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, circle of death, keen edge
COST +5,000 GP
CONSTRUCTION REQUIREMENTS
COST +1 bonus
Craft Magic Arms and Armor, enervation
VORPAL AURA strong necromancy and transmutation
PRICE
+5 BONUS CL 18th
WEIGHT —
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this special ability randomly for an inappropriate weapon, reroll. CONSTRUCTION REQUIREMENTS
COST +5 bonus
Craft Magic Arms and Armor, major creation
UNHOLY AURA moderate evocation
PRICE
+2 BONUS CL 7th
WEIGHT —
An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, unholy blight, creator must be evil
WOUNDING AURA moderate evocation
PRICE
+2 BONUS CL 10th
WEIGHT —
This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, bleed
COST +2 bonus
149
UlTimaTe eqUipmeNT
Specific Magic Weapons
This magic item category includes various weapons of various types (bows, swords, and so on) with unusual powers not available as special abilities in the previous section. Magic weapons may have abilities activated by a command word or function automatically when the weapon is used to attack.
ADAMANTINE BATTLEAXE AURA no aura (nonmagical)
PRICE
3,010 GP CL —
WEIGHT 6 lbs.
This nonmagical axe is made of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
ADAMANTINE DAGGER AURA no aura (nonmagical)
PRICE
3,002 GP CL —
WEIGHT 1 lb.
This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
ALCHEMIST’S BULLET AURA faint transmutation
PRICE
330 GP CL 3rd
WEIGHT 1/2 lb.
This +1 sling bullet contains a magical reservoir that can store a single vial of any alchemical substance capable of being used as a splash weapon. If the alchemist bullet hits, the splash weapon also strikes the target and causes splash damage as normal. If the alchemist’s bullet misses but is not destroyed, the alchemical substance remains stored within, and the bullet does not explode and can be reused. If it misses and is destroyed, the bullet is destroyed as well without effect. CONSTRUCTION REQUIREMENTS
COST 180 GP
Craft Magic Arms and Armor, shrink item
ASSASSIN’S DAGGER AURA moderate necromancy
PRICE
10,302 GP CL 9th
WEIGHT 1 lb.
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. CONSTRUCTION REQUIREMENTS
COST 5,302 GP
Craft Magic Arms and Armor, slay living
BASTARD’S STING AURA strong necromancy
150
PRICE
123,035 GP CL 18th
WEIGHT 6 lbs.
This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an antipaladin. While wielded by an antipaladin, a bastard’s sting deals 2d6 points of negative energy damage to all living creatures that start their turn adjacent to the wielder. The antipaladin also gains fast healing 5 as long as at least one living creature takes damage from this negative energy. This negative energy has no effect on undead. The sword also enables the
Table 3—12: Specific Weapons d%
LESSER MINOR SPECIFIC WEAPONS
01–02 03–08 09–10 11–16 17–22 23–32 33–34 35–44 45–50 51–56 57–66 67–74 75–82 83–84 85–92 93–100
Tracer bullet 100 gp Sleep arrow 132 gp Dustburst bullet 196 gp Tangle bolt 226 gp Screaming bolt 267 gp Masterwork silver dagger 322 gp Alchemist’s bullet 330 gp Cold iron masterwork longsword 330 gp Hushing arrow 547 gp Hushing arrow, greater 1,047 gp Javelin of lightning 1,500 gp Searing arrow 1,516 gp Sizzling arrow 1,516 gp Burrowing bullet, lesser 1,722 gp Dust bolt 1,730 gp Slaying arrow 2,282 gp
GREATER MINOR
d%
01–20 21–40 41–50 51–70 71–80 81–100
SPECIFIC WEAPONS Adamantine dagger Adamantine battleaxe Burrowing bullet, greater Slaying arrow, greater Lance of jousting Shatterspike
d%
LESSER MEDIUM SPECIFIC WEAPONS
01–03 04–09 10–14 15–20 21–23 24–28 29–34 35–39
Bloodletting kukri Boulderhead mace Beaststrike club Fighter’s fork Everflowing aspergillum Hurricane quarterstaff Dagger of venom Gloom blade
PRICE
PRICE
3,002 gp 3,010 gp 3,447 gp 4,057 gp 4,310 gp 4,315 gp
PRICE
6,308 gp 6,812 gp 7,300 gp 7,315 gp 7,805 gp 7,840 gp 8,302 gp 8,810 gp
antipaladin to use unholy blight at will on command at the class level of the antipaladin. Paladins take a –2 saving throw penalty against this effect. CONSTRUCTION REQUIREMENTS
COST 63,035 GP
Craft Magic Arms and Armor, unholy aura, unholy blight, creator must be evil
BEASTSTRIKE CLUB AURA moderate transmutation
PRICE
7,300 GP CL 6th
WEIGHT 3 lbs.
This +1 club is often decorated with large teeth and carved
MAGIC ARMS AND ARMOR 40–44 45–49 50–54 55–60 61–66 67–71 72–79 80–85 86–93 94–100
Frostbite sling Trident of stability Trident of warning Assassin’s dagger Dagger of doubling Earthenflail Swift obsidian greataxe Polarity hammer Blade of binding Shifter’s sorrow
d%
GREATER MEDIUM SPECIFIC WEAPONS
01–07 08–15 16–21 22–29 30–37 38–42 43–47 48–53 54–59 60–65 66–71 72–77 78–85 86–90 91–95 96–100
Dragoncatch guisarme Ten-ring sword Triton’s trident Mace of smiting, lesser Disarming blade Lash of the howler Shieldsplitter lance Trident of fish command Quarterstaff of vaulting Firedrake pistol Ricochet hammer Flame tongue Sparkwake starknife Luck blade (0 wishes) Sword of subtlety Sword of the planes
d%
LESSER MAJOR SPECIFIC WEAPONS
01–12 13–26 27–40 41–55 56–70
Nine lives stealer Undercutting axe Spirit caller Dwarfbond hammer Oathbow
9,380 gp 9,815 gp 10,115 gp 10,302 gp 10,302 gp 11,315 gp 11,320 gp 12,310 gp 12,350 gp 12,780 gp
PRICE
13,308 gp 14,315 gp 15,065 gp 16,012 gp 17,820 gp 18,305 gp 18,310 gp 18,650 gp 19,100 gp 20,300 gp 20,301 gp 20,715 gp 21,324 gp 22,060 gp 22,310 gp 22,315 gp
PRICE
23,057 gp 23,310 gp 25,302 gp 25,312 gp 25,600 gp
with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon’s damage does not change but the type of damage changes to one of the following to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell (Advanced Player’s Guide). If the wielder has the wild shape ability, she can expend one use of wildshape to increase the weapon’s damage by one step (Core Rulebook 145) for the duration of that wild shape as long as the druid remains in contact with the weapon; if the
71–85 86–100
Sword of life stealing Cutthroat’s apprentice
25,715 gp 33,910 gp
d%
GREATER MAJOR SPECIFIC WEAPONS
01–02 03–05 06–07 08–09 10–13 14–16 17–18 19–21 22–23 24–26 27–29 30–32 33–37 38–40 41–45 46–50 51–53 54–57 58–61 62–64 65–69 70–73 74–76 77–79 80–82 83–85 86–89 90–92 93–96 97–100
Ghoul’s lament Mace of terror Hellscourge Dragon’s doom Life-drinker Valor’s minion Summoner’s sorrow Sylvan scimitar Spirit blade Heartswood spear Rapier of puncturing Sun blade Blade of the rising sun Frost brand Dwarven thrower Bloodthirst dagger Warbringer Luck blade (1 wish) Guarding blade Pistol of the infinite sky Mace of smiting Blade of the sword-saint Scimitar of the spellthief Spider’s fang Demonsorrow curve blade Void scythe Luck blade (2 wishes) Holy avenger Bastard’s sting Luck blade (3 wishes)
PRICE
35,312 gp 38,552 gp 39,305 gp 40,310 gp 40,320 gp 41,335 gp 42,816 gp 47,315 gp 48,502 gp 50,302 gp 50,320 gp 50,335 gp 51,850 gp 54,475 gp 60,312 gp 60,802 gp 61,375 gp 62,360 gp 65,310 gp 73,300 gp 75,312 gp 75,350 gp 75,815 gp 79,102 gp 90,469 gp 95,318 gp 102,660 gp 120,630 gp 123,035 gp 142,960 gp
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
wielder can wild shape at will, the club’s damage is always increased in this fashion. If unattended, the club reverts to its normal shape. CONSTRUCTION REQUIREMENTS
COST 3,800 GP
Craft Magic Arms and Armor, shillelagh
BLADE OF BINDING AURA faint conjuration
PRICE
12,350 GP CL 3rd
WEIGHT 8 lbs.
This +1 greatsword is decorated with a lock motif. On a successful hit with the sword against a creature that is the wielder’s size or smaller, the wielder can attempt to start a grapple as a free action that doesn’t provoke an attack of opportunity. If the
151
UlTimaTe eqUipmeNT wielder succeeds at the grapple, the sword’s blade transforms into a metal chain and wraps around the target, giving the wielder a +5 bonus on further grapple checks against the target. If the target escapes the grapple or the wielder decides to release the target from the grapple, the chain reverts to sword form (with the wielder holding the handle). The wielder can also let go of the chain’s handle while grappling or pinning the target; if he does so, the chain remains in place and the target gains the entangled condition (Escape Artist DC 20 to slip free, break DC 28, hardness 10, 10 hit points, concentration DC 17 to cast spells while entangled). Another creature can grab the chain’s handle as a standard action and will it to revert to sword form as a swift action, which releases the bound creature. If the chain is destroyed, it reverts to sword form and the weapon gains the broken condition. CONSTRUCTION REQUIREMENTS
COST 6,350 GP
Craft Magic Arms and Armor, animate rope
BLADE OF THE RISING SUN
51,850 GP
AURA strong evocation and necromancy CL 15th
WEIGHT 6 lbs.
PRICE
This golden-bladed +1 glorious undead bane katana shines like the first rays of the morning sun. Whenever the wielder of a blade of the rising sun threatens a critical threat (regardless of whether the critical is confirmed or whether the target is subject to critical hits), the target is surrounded by a halo of golden sunlight equivalent to faerie fire until the beginning of the wielder’s next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn. The wielder of a blade of the rising sun may declare a sacrificial strike (similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder’s body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword’s caster level plus 1/2 the wielder’s level (maximum 25th level). A sacrificial strike destroys the wielder’s body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate spell) 24 hours after performing a sacrificial strike in a random safe location within 1 mile. The wielder’s gear is left behind unharmed after the sacrificial strike; however, the blade of the rising sun is teleported to a random location at least 100 miles distant. CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS
COST 37,850 GP
Craft Magic Arms and Armor, creator must be a monk
BLOODLETTING KUKRI AURA faint necromancy
PRICE
6,308 GP CL 5th
WEIGHT 2 lbs.
On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, he gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting kukri last for 1 minute. CONSTRUCTION REQUIREMENTS
COST 3,308 GP
Craft Magic Arms and Armor, bleed, vampiric touch
BLOODTHIRST DAGGER AURA moderate evocation
PRICE
60,802 GP CL 10th
WEIGHT 1 lb.
The blade of this +2 wounding dagger is brightly polished. Even when drenched in a victim’s blood, it appears clean and dry moments later, as though it has been newly cleaned. A bloodthirst dagger rewards its wielder most when used relentlessly against a single target. When attacking a creature that is still bleeding from the bloodthirst dagger’s wounding property, the dagger deals an additional +1 point of damage against the target for each bleeding wound the creature possesses (maximum +10). Whenever the wielder of bloodthirst confirms a critical hit with the weapon, she can choose to deal 1d6 points of additional damage for each still-bleeding wound the target possesses (maximum +5d6 damage). This additional damage is not multiplied by the critical hit, but is in addition to the damage normally added for bleeding wounds. Dealing this damage immediately heals all bleeding wounds possessed by the wielder. CONSTRUCTION REQUIREMENTS
COST 30,552 GP
Craft Magic Arms and Armor, bleed, inflict serious wounds
COST 28,100 GP
Craft Magic Arms and Armor, blindness/deafness, daylight, flare, miracle, sunburst
BLADE OF THE SWORD-SAINT
75,350 GP
AURA moderate transmutation
WEIGHT 6 lbs.
, miracle, sunburst
152
attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form. A blade of the sword-saint is a +3 ki intensifying katana. In the hands of a monk, it becomes an instrument of deadly utility. In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.
CL 8th
PRICE
This exquisitely forged katana is the result of painstaking
BOULDERHEAD MACE AURA moderate transmutation
PRICE
6,812 GP CL 9th
WEIGHT 8 lbs.
MAGIC ARMS AND ARMOR The head of this +1 heavy mace is made from a single piece of roughly spherical, polished granite. Once per day, the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line for up to 60 feet, crushing everything in its path for 3d8+5 points of damage (Reflex DC 19 half). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon’s haft over the next 24 hours, and it is unusable as a weapon until the head regrows. CONSTRUCTION REQUIREMENTS
COST 3,652 GP
Craft Magic Arms and Armor, wall of stone PRICE
BURROWING BULLET
VARIES
Lesser burrowing bullet Greater burrowing bullet AURA moderate necromancy
1,722 GP 3,447 GP WEIGHT —
CL 3rd
This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature’s flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action). CONSTRUCTION REQUIREMENTS Burrowing bullet Greater burrowing bullet
COST varies 861 GP 1,723 GP
Craft Magic Arms and Armor, symbol of pain (burrowing bullet) or symbol of stunning (greater burrowing bullet)
COLD IRON MASTERWORK LONGSWORD AURA no aura (nonmagical)
CL —
PRICE
330 GP WEIGHT 4 lbs.
This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
CUTTHROAT’S APPRENTICE AURA strong transmutation
PRICE
33,910 GP CL 15th
WEIGHT 2 lbs.
This simply made +1 dancing shortsword leaps to hand at the slightest touch. It can be drawn as a free action as though using the Quick Draw feat. The cutthroat’s apprentice dances for 8 rounds instead of 4 when activated, but can only dance twice per day. When dancing and attacking a creature, it moves into the target’s space and provides the person who activated it (but no other creatures) with flanking during his turn if he attacks the same target in melee. Once the sword’s activator completes her turn, the sword moves back to her space. If directed to attack multiple creatures in the same turn, the cutthroat’s apprentice provides a flank against only the last creature attacked.
COST 17,110 GP
ARMOR SPECIAL ABILITIES
Craft Magic Arms and Armor, animate objects, unwitting ally (Advanced Player’s Guide)
SPECIFIC MAGIC ARMOR & SHIELDS
CONSTRUCTION REQUIREMENTS
DAGGER OF DOUBLING
PRICE
10,302 GP
AURA faint conjuration
CL 5th
WEIGHT 1 lb.
A wielder with a free hand can split this +1 dagger into two identical +1 daggers as a swift action, or a free action if she has the Quick Draw feat. The doubled daggers can’t be split again. If either dagger is thrown while doubled, the hurled dagger vanishes after resolving the attack and the remaining dagger can be split again. If the wielder drops a doubled dagger or it otherwise leaves her person, it vanishes. If both daggers leave the wielder’s hands at the same time, determine randomly which dagger vanishes. Spells or effects placed on a dagger of doubling don’t duplicate when the dagger is split. Any active effects on a dagger end when it vanishes. Destroying one of the doubled daggers just causes the duplicate to disappear, but any damage to a single dagger of doubling remains on both daggers when it doubles. CONSTRUCTION REQUIREMENTS
WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
COST 5,302 GP
Craft Magic Arms and Armor, shadow weapon (Ultimate Magic)
DAGGER OF VENOM
PRICE
8,302 GP
AURA faint necromancy
CL 5th
WEIGHT 1 lb.
This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes. CONSTRUCTION REQUIREMENTS
COST 4,302 GP
Craft Magic Arms and Armor, poison
DEMONSORROW CURVE BLADE
90,469 GP
AURA strong evocation and necromancy
WEIGHT 7 lbs.
CL 14th
PRICE
This blade’s hilt is shaped as a beautiful angel with elven features. Elaborately detailed feathered wings spread from the hilt to form the guard, with the angel’s face at the base of the blade. This +3 cold iron holy demon bane elven curve blade hinders those it was created to destroy. It bars all creatures with the demon subtype that are within 60 feet of the wielder from teleporting, as if they were under the effect of a dimensional anchor spell (no saving throw). CONSTRUCTION REQUIREMENTS
COST 46,460 GP
Craft Magic Arms and Armor, dimensional anchor, holy smite, summon monster I
DISARMING BLADE AURA faint transmutation
PRICE
17,820 GP CL 5th
WEIGHT 2 lbs.
This +1 dueling rapier ends duels quickly and decisively by
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UlTimaTe eqUipmeNT depriving the wielder’s opponent of her weapon. Following a successful disarm attempt with the weapon, the wielder can move the disarmed weapon 5 feet in any direction as a swift action. CONSTRUCTION REQUIREMENTS
COST 9,070 GP
Craft Magic Arms and Armor, cat’s grace, mage hand
DRAGONCATCH GUISARME AURA moderate conjuration
PRICE
13,308 GP CL 8th
WEIGHT 5 lbs.
This +1 dragon bane guisarme has a shaft wound tightly with dragonhide. A dragoncatch guisarme can be used to make a special trip maneuver against creatures using wings to fly. If the maneuver succeeds, the target’s wings are fouled and the creature is knocked off balance, falling to the ground and gaining the entangled condition. A creature tripped in this way can attempt a DC 15 Fly check as a move action to remove the entangled condition. CONSTRUCTION REQUIREMENTS
COST 6,808 GP
Craft Magic Arms and Armor, black tentacles, summon monster I
DRAGON’S DOOM AURA moderate divination and evocation
PRICE
40,310 GP CL 8th
WEIGHT 12 lbs.
This polearm’s axe blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight. The head of this +2 dragon bane halberd glows when a creature of the dragon type is within 100 feet of the weapon. Three times per day, when the halberd hits a dragon, the wielder can have that attack ignore the dragon’s DR as a free action. CONSTRUCTION REQUIREMENTS
COST 20,310 GP
Craft Magic Arms and Armor, discern location, light, summon monster I
DUST BOLT AURA faint transmutation
PRICE
1,730 GP CL 5th
WEIGHT 1/10 lb.
This barbed +1 outsider (water) bane bolt is etched with runes of thirst and desiccation. Any living creature struck by a dust bolt begins dying of thirst, as the spell cup of dust (DC 14 Fortitude negates). Creatures with the aquatic or water subtype save with a –4 penalty, and on a failed save they are also sickened and staggered for 1 round. CONSTRUCTION REQUIREMENTS
COST 880 GP
Craft Magic Arms and Armor, cup of dust (Advanced Player’s Guide), summon monster I
DUSTBURST BULLET AURA faint conjuration
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PRICE
196 GP CL 5th
WEIGHT 1/2 lb.
This gritty and irregular +1 sling bullet explodes into a cloud of choking dust when it successfully strikes its target. This cloud fills a 5-foot cube and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud must make a successful DC 13 Fortitude save or be sickened and blinded for 1 round.
CONSTRUCTION REQUIREMENTS
COST 98 GP
Craft Magic Arms and Armor, stinking cloud
DWARFBOND HAMMER AURA moderate evocation
PRICE
25,312 GP CL 7th
WEIGHT 5 lbs.
In the hands of a dwarf, this +1 warhammer functions as a +2 returning warhammer. It can be hurled with a 20-foot range increment. When hurled, a dwarfbond hammer deals an extra 1d8 points of damage against creatures of the giant subtype. CONSTRUCTION REQUIREMENTS
COST 12,812 GP
Craft Magic Arms and Armor, creator must be a dwarf of at least 7th level
DWARVEN THROWER AURA moderate evocation
PRICE
60,312 GP CL 10th
WEIGHT 5 lbs.
This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target. CONSTRUCTION REQUIREMENTS
COST 30,312 GP
Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level
EARTHENFLAIL AURA strong evocation and transmutation
PRICE
11,315 GP CL 13th
WEIGHT 10 lbs.
This roughly hewn wooden haft is lashed with gut and rope to a hefty boulder. This +1 heavy flail ignores the hardness of any object with hardness less than 20. As a swift action, however, the wielder can suppress this property until the beginning of his next turn, allowing the head to phase through earth and stone. This allows the wielder to ignore cover or partial cover (but not total cover) provided by objects or structures made of earth or stone; however, while suppressed, an earthenflail cannot harm objects made of these materials. Cover provided by other sources is unaffected. CONSTRUCTION REQUIREMENTS
COST 5,815 GP
Craft Magic Arms and Armor, phase door, shatter
EVERFLOWING ASPERGILLUM AURA faint conjuration
CL 5th
PRICE
7,805 GP WEIGHT 4 lbs.
The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial’s worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction.
MAGIC ARMS AND ARMOR CONSTRUCTION REQUIREMENTS
COST 3,905 GP
Craft Magic Arms and Armor, bless water, create water
FIGHTER’S FORK AURA faint transmutation
PRICE
7,315 GP CL 3rd
WEIGHT 4 lbs.
This steel-tined +1 trident can be commanded to lengthen or shorten its haft (or return to its normal length) as a swift action. It is a two-handed reach weapon when extended but cannot be thrown. If shortened, it can be wielded as a light weapon or hurled as a javelin. Feats or class abilities that apply to tridents apply to a fighter’s fork in any form. CONSTRUCTION REQUIREMENTS
COST 3,815 GP
Craft Magic Arms and Armor, shrink item
FIREDRAKE PISTOL AURA faint evocation
PRICE
20,300 GP CL 5th
WEIGHT 4 lbs.
This hefty +1 flaming pistol is elaborately carved with its barrel in the semblance of a roaring dragon and its grip wrapped in polished red dragonhide. When firing ordinary ammunition, the wielder may choose to have the firedrake pistol deal all of its damage as fire damage instead of normal damage. In addition, as a standard action the wielder may expend 1 unit of ammunition and create a cone of fire equivalent to burning hands rather than resolving that shot as a normal attack. CONSTRUCTION REQUIREMENTS
COST 10,800 GP
Craft Magic Arms and Armor, burning hands, fireball
FLAME TONGUE AURA strong evocation
PRICE
20,715 GP CL 12th
WEIGHT 4 lbs.
but not instantaneous effects. You must succeed at a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. CONSTRUCTION REQUIREMENTS
COST 27,375 GP
Craft Magic Arms and Armor, dispel magic, ice storm, protection from energy
FROSTBITE SLING AURA moderate evocation
PRICE
9,380 GP CL 6th
CONSTRUCTION REQUIREMENTS
COST 10,515 GP
FROST BRAND AURA strong evocation
PRICE
54,475 GP CL 14th
WEIGHT 8 lbs.
This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells,
WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
This +1 frost sling is crafted of blue-dyed leather. In lieu of adding cold damage to normal ammunition, three times per day, the wielder may create and hurl a magical snowball with the sling instead. This ranged touch attack has a maximum range of 40 feet, deals 1d6+6 points of nonlethal cold damage, and leaves the target fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This effect cannot make the target exhausted even if it is already fatigued. CONSTRUCTION REQUIREMENTS
COST 4,840 GP
Craft Magic Arms and Armor, frostbite (Ultimate Magic)
GHOUL’S LAMENT AURA moderate evocation
PRICE
35,312 GP CL 11th
WEIGHT 5 lbs.
This massive +1 ghost touch disruption warhammer is crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. Three times per day as a free action, when used to strike an undead creature, that creature must succeed at a DC 20 Fortitude save or be knocked prone. CONSTRUCTION REQUIREMENTS
COST 17,812 GP
Craft Magic Arms and Armor, heal, plane shift
AURA strong evocation
Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strike
SPECIFIC MAGIC ARMOR & SHIELDS
WEIGHT —
GLOOM BLADE This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.
ARMOR SPECIAL ABILITIES
PRICE
8,810 GP CL 13th
WEIGHT 2 lbs.
As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light. CONSTRUCTION REQUIREMENTS
COST 4,560 GP
Craft Magic Arms and Armor, deeper darkness
GUARDING BLADE AURA moderate transmutation
PRICE
65,310 GP CL 15th
WEIGHT 2 lbs.
This +1 dancing short sword automatically rises up to defend a
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UlTimaTe eqUipmeNT fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder’s square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round. CONSTRUCTION REQUIREMENTS
COST 32,810 GP
Craft Magic Arms and Armor, animate objects, mage’s faithful hound
HEARTSWOOD SPEAR AURA strong conjuration
PRICE
50,302 GP CL 14th
WEIGHT 6 lbs.
This humble weapon appears to be little more than a crudely sharpened stake or makeshift spear, but in truth it is a far more formidable weapon. In addition to being a +2 undead bane spear, a heartswood spear deals bludgeoning damage when it is swung as a staff. When employed in such a manner, it also possesses the disruption property. CONSTRUCTION REQUIREMENTS
COST 25,302 GP
Craft Magic Arms and Armor, heal, summon monster I
HELLSCOURGE AURA moderate necromancy
PRICE
39,305 GP CL 7th
WEIGHT 3 lbs.
This +1 unholy scorpion whip (Ultimate Combat 144) is fashioned from skin flayed from a barbed devil’s back. It grants its wielder a +5 competence bonus on Intimidate checks. A shaken creature struck by the hellscourge must succeed at a DC 17 Will save or become frightened for 1 round. A frightened or panicked creature struck must instead save or cower for 1d4 rounds. Both of these are mind-affecting fear effects. If wielded by a person who wears hamatula hide armor, the hellscourge functions as a +1 flaming unholy whip. Such a wielder can lash the whip once per day to hurl flames as a scorching ray (creating two rays); doing so extinguishes the whip’s flames until the next day. CONSTRUCTION REQUIREMENTS
COST 19,805 GP
Craft Magic Arms and Armor, fear, scorching ray, unholy blight
HOLY AVENGER AURA strong abjuration
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PRICE
120,630 GP CL 18th
WEIGHT 4 lbs.
This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin. When wielded by a paladin, this sacred weapon provides spell resistance of 5 + the paladin’s class level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.
CONSTRUCTION REQUIREMENTS
COST 60,630 GP
Craft Magic Arms and Armor, holy aura, creator must be good
HURRICANE QUARTERSTAFF AURA faint evocation
CL 3rd
PRICE
7,840 GP WEIGHT 4 lbs.
This +1/+1 quarterstaff is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per day as a standard action, the wielder may spin the hurricane quarterstaff and create a gust of wind (DC 13 Fortitude negates). A monk or ninja wielding a hurricane quarterstaff can also spend 1 ki point to activate the staff’s gust of wind power; the save DC when activating this power with ki is equal to 12 + the wielder’s Wisdom modifier. CONSTRUCTION REQUIREMENTS
COST 4,220 GP
Craft Magic Arms and Armor, gust of wind PRICE
HUSHING ARROW
VARIES
Hushing arrow Greater hushing arrow AURA faint illusion
547 GP 1,047 GP WEIGHT 1/20 lb.
CL 5th
This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 Will save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object. A greater hushing arrow functions just like a normal hushing arrow, except the target must succeed at a DC 16 Will save to avoid being silenced. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt. CONSTRUCTION REQUIREMENTS Hushing arrow Greater hushing arrow
COST varies 277 GP 527 GP
Craft Magic Arms and Armor, Heighten Spell (greater hushing arrow only), silence
JAVELIN OF LIGHTNING AURA faint evocation
PRICE
1,500 GP CL 5th
WEIGHT 2 lbs.
This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack. CONSTRUCTION REQUIREMENTS
COST 750 GP
Craft Magic Arms and Armor, lightning bolt
LANCE OF JOUSTING AURA faint evocation
PRICE
4,310 GP CL 5th
WEIGHT 10 lbs.
This ornately designed +1 lance, decorated with ribbons and small favors, allows its wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although this lance is used in
MAGIC ARMS AND ARMOR combat to remove a mounted foe’s advantage, use of one in a tournament or similar contest is generally considered a dishonorable form of cheating.
a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.
CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS
COST 2,105 GP
Craft Magic Arms and Armor, bull’s strength
LASH OF THE HOWLER AURA moderate necromancy
PRICE
18,305 GP CL 9th
WEIGHT 3 lbs.
The lash of the howler is a +1 vicious scorpion whip tipped with quills torn from a howler’s mane. Each time a creature takes damage from the lash of the howler, it must succeed at a DC 14 Reflex save or a quill breaks off and lodges in its flesh. The whip instantly sprouts a new quill to replace the one lost. The quill leaves the target sickened until it is removed. Removing a single quill from a creature requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed but the process deals 1d4+1 points of damage to the victim. CONSTRUCTION REQUIREMENTS
COST 9,305 GP
Craft Magic Arms and Armor, enervation, ray of sickening (Ultimate Magic)
LIFE-DRINKER AURA strong necromancy
PRICE
40,320 GP CL 13th
WEIGHT 12 lbs.
This +1 greataxe is favored by undead and constructs, who do not suffer its drawbacks. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour. CONSTRUCTION REQUIREMENTS
COST 20,320 GP
Craft Magic Arms and Armor, enervation PRICE
LUCK BLADE Luck blade (0 wishes) Luck blade (1 wish) Luck blade (2 wishes) Luck blade (3 wishes) AURA strong evocation
VARIES
CL 17th
22,060 GP 62,360 GP 102,660 GP 142,960 GP WEIGHT 2 lbs.
Luck blade (0 wishes) Luck blade (1 wish) Luck blade (2 wishes) Luck blade (3 wishes) Craft Magic Arms and Armor, miracle or wish
SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
PRICE
MACE OF SMITING Lesser mace of smiting Mace of smiting AURA moderate transmutation
COST varies 11,185 GP 43,835 GP 76,485 GP 109,135 GP
ARMOR SPECIAL ABILITIES
VARIES CL 7th CL 11th
16,012 GP 75,312 GP WEIGHT 8 lbs.
A lesser mace of smiting is a +1 adamantine heavy mace with a +3 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it deals ×4 damage rather than ×2. A critical hit dealt to an outsider deals ×3 damage rather than ×2. A mace of smiting is a +3 adamantine heavy mace has a +5 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2. CONSTRUCTION REQUIREMENTS
COST varies
Lesser mace of smiting Mace of smiting
9,512 GP 39,312 GP
Craft Magic Arms and Armor, disintegrate
MACE OF TERROR AURA strong necromancy
PRICE
38,552 GP CL 13th
WEIGHT 8 lbs.
This weapon usually appears to be a particularly frighteninglooking iron or steel mace. On command, this +2 heavy mace causes the wielder’s clothes and appearance to transform into an illusion of darkest horror, such that living creatures in a 30foot cone become panicked as if by a fear spell (Will DC 16 partial). Those who fail this save take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day. CONSTRUCTION REQUIREMENTS
COST 19,432 GP
Craft Magic Arms and Armor, fear
MASTERWORK SILVER DAGGER AURA no aura (nonmagical)
CL —
PRICE
322 GP WEIGHT 1 lb.
As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not on damage rolls). This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled,
NINE LIVES STEALER AURA strong necromancy
PRICE
23,057 GP CL 13th
WEIGHT 4 lbs.
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UlTimaTe eqUipmeNT This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword’s death-dealing ability to function, and this ability has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including by restoration spells) while the sword is wielded. CONSTRUCTION REQUIREMENTS
COST 11,528 GP
Craft Magic Arms and Armor, finger of death
OATHBOW AURA strong evocation
PRICE
25,600 GP CL 15th
WEIGHT 3 lbs.
Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the archer swears aloud to slay her target (a free action), the bow’s whisper becomes the shout “Death to those who have wronged me!” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and ×4 on a critical hit instead of the normal ×3). After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath. CONSTRUCTION REQUIREMENTS
COST 13,100 GP
Craft Magic Arms and Armor, creator must be an elf
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PISTOL OF THE INFINITE SKY
73,300 GP
AURA strong conjuration
WEIGHT 4 lbs.
CL 15th
PRICE
An infinity symbol is engraved on both sides of this +5
pistol’s mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol’s cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire. CONSTRUCTION REQUIREMENTS
COST 37,300 GP
Craft Magic Arms and Armor, reloading hands
POLARITY HAMMER AURA moderate transmutation
PRICE
12,310 GP CL 8th
WEIGHT 10 lbs.
This +1/+1 meteor hammer is always made of ferrous metals, and has weighted spheres on either end of its sturdy dark chain. A wielder can use the magic within a polarity hammer to attract or repel metal objects. In meteor mode, a wielder gains a +2 bonus on all drag and reposition combat maneuvers against any opponent wearing metal armor, carrying a metal shield, or made of metal (like an iron golem). In addition, if the wielder makes a successful trip attempt against such an opponent, she can push her enemy 5 feet away rather than pulling it forward. In fortress mode, the wielder can use a move action to pick up any unattended metal object within her reach and deposit the item in any other square within her reach. Items so affected cannot exceed the size of a one-handed weapon equal to the wielder’s size category. In this mode, the +1 shield bonus to Armor Class normally granted from wielding a meteor hammer increases to +3, but only against opponents wearing metal armor, carrying metal shields, or made of metal (as above). CONSTRUCTION REQUIREMENTS
COST 6,155 GP
Craft Magic Arms and Armor, force punch, shield
QUARTERSTAFF OF VAULTING AURA faint transmutation
CL 5th
PRICE
19,100 GP WEIGHT 4 lbs.
This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4. In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent’s head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity. CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, jump
COST 9,850 GP
MAGIC ARMS AND ARMOR
RAPIER OF PUNCTURING AURA strong necromancy
PRICE
50,320 GP CL 13th
WEIGHT 2 lbs.
concentrates on detection, and the magical auras revealed are clearly visible to all. CONSTRUCTION REQUIREMENTS
COST 37,815 GP
Craft Magic Arms and Armor, death knell, greater arcane sight, keen edge, limited wish
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. CONSTRUCTION REQUIREMENTS
COST 25,320 GP
Craft Magic Arms and Armor, harm
SCREAMING BOLT AURA faint enchantment
PRICE
267 GP CL 5th
WEIGHT 1/10 lb.
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
This +2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful DC 14 Will save or become shaken for 1 round. This is a mind-affecting fear effect. CONSTRUCTION REQUIREMENTS
COST 137 GP
Craft Magic Arms and Armor, doom
RICOCHET HAMMER AURA moderate transmutation
PRICE
20,301 GP CL 7th
WEIGHT 2 lbs.
This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder’s additional attacks for that round. CONSTRUCTION REQUIREMENTS
COST 10,301 GP
Craft Magic Arms and Armor, telekinesis
AURA moderate evocation
PRICE
1,516 GP CL 9th
WEIGHT —
This +1 flaming arrow continues to burn its target each round, dealing 1d6 points of fire damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass. CONSTRUCTION REQUIREMENTS
COST 758 GP
Craft Magic Arms and Armor; flame blade, flame strike, or fireball
SHATTERSPIKE AURA strong evocation
PRICE
4,315 GP CL 13th
WEIGHT 4 lbs.
This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent’s weapon. CONSTRUCTION REQUIREMENTS
COST 2,315 GP
Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatter
SCIMITAR OF THE SPELLTHIEF
75,815 GP
AURA strong divination
WEIGHT 4 lbs.
CL 13th
SEARING ARROW
PRICE
This curved blade of golden metal, a +1 keen heartseeking spellstealing scimitar, is the bane of spellcasters. Inscribed with flowing magical script that purports to reveal the inner secrets of magic, the scimitar of the spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks. The scimitar also reveals magical auras by touch; this functions as detect magic but affects only a single object or creature at a time, which must be touched with the blade while the wielder
SHIELDSPLITTER LANCE AURA moderate evocation
PRICE
18,310 GP CL 10th
WEIGHT 10 lbs.
This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent’s shield takes the same damage as the opponent. If the wielder uses the
159
UlTimaTe eqUipmeNT lance to make a sunder attack against a shield, it bypasses the shield’s hardness. CONSTRUCTION REQUIREMENTS
COST 9,310 GP
Craft Magic Arms and Armor, keen edge, shatter
SHIFTER’S SORROW AURA strong transmutation
PRICE
12,780 GP CL 15th
WEIGHT 10 lbs.
This +1/+1 silver two-bladed sword deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a successful DC 15 Will save or return to its natural form. CONSTRUCTION REQUIREMENTS
COST 6,780 GP
Craft Arms and Armor, baleful polymorph
SIZZLING ARROW AURA moderate evocation
PRICE
1,516 GP CL 9th
WEIGHT —
This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 points of acid damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from herself). Removing the arrow destroys it. The arrow dissolves once the 3 rounds pass. CONSTRUCTION REQUIREMENTS
SLEEP ARROW PRICE
SLAYING ARROW
VARIES
CL 13th
2,282 GP 4,057 GP WEIGHT 1/10 lb.
This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must succeed at a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed. CONSTRUCTION REQUIREMENTS
COST varies
Slaying arrow Greater slaying arrow
1,144 GP 2,032 GP
Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow)
160
Fey Humanoids, aquatic Humanoids, dwarf Humanoids, elf Humanoids, giant Humanoids, gnoll Humanoids, gnome Humanoids, goblinoid Humanoids, halfling Humanoids, human Humanoids, reptilian Humanoids, orc Magical beasts Monstrous humanoids Oozes Outsiders, air Outsiders, chaotic Outsiders, earth Outsiders, evil Outsiders, fire Outsiders, good Outsiders, lawful Outsiders, water Plants Undead Vermin
COST 758 GP
Craft Magic Arms and Armor, acid arrow
Slaying arrow Greater slaying arrow AURA strong necromancy
28–32 33 34–35 36–37 38–44 45 46 47–49 50 51–54 55–57 58–60 61–65 66–70 71–72 73 74–76 77 78–80 81 82–84 85–87 88 89–90 91–98 99–100
d%
DESIGNATED TYPE OR SUBTYPE
01–05 06–09 10–16 17–27
Aberrations Animals Constructs Dragons
AURA faint enchantment
PRICE
132 GP CL 5th
WEIGHT 1/10 lb.
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep. CONSTRUCTION REQUIREMENTS
COST 70 GP
Craft Magic Arms and Armor, sleep
SPARKWAKE STARKNIFE AURA moderate evocation
PRICE
21,324 GP CL 8th
WEIGHT 3 lbs.
A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day, its wielder may throw it so it transforms into an 8th-level lightning bolt (Reflex DC 14 half), returning to its physical form at the end of the bolt’s path. CONSTRUCTION REQUIREMENTS
COST 10,824 GP
Craft Magic Arms and Armor, lightning bolt
SPIDER’S FANG AURA moderate evocation
PRICE
79,102 GP CL 10th
WEIGHT 1 lb.
This punching dagger’s blade is engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs
MAGIC ARMS AND ARMOR on the blade. Twice per day as a free action, this +2 keen wounding punching dagger can poison a living creature hit by an attack made by this weapon as the poison spell (Fortitude DC 20 negates). In addition, the wielder gains a +2 competence bonus on Acrobatics checks made to move through an enemy’s threatened area without provoking an attack of opportunity.
Once per day as a free action, the wielder can attempt a dismissal against a creature damaged by the weapon instead of dispelling it. This ability functions only against extraplanar creatures (whether summoned or not), and works as the spell of the same name with a Will save DC of 17. The wielder cannot both dispel and dismiss in the same round.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, dismissal, dispel magic
COST 39,702 GP
Craft Magic Arms and Armor, bleed, keen edge, ray of enfeeblement
SPIRIT BLADE AURA moderate abjuration
PRICE
48,502 GP CL 10th
WEIGHT 1 lb.
This wavy blade is almost transparently thin, and glows with ethereal energy upon being grasped. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day. CONSTRUCTION REQUIREMENTS
COST 24,402 GP
Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level
SPIRIT CALLER AURA moderate necromancy
PRICE
25,302 GP CL 9th
WEIGHT 2 lbs.
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal. CONSTRUCTION REQUIREMENTS
COST 12,802 GP
Craft Magic Arms and Armor, magic jar, plane shift
SUMMONER’S SORROW AURA moderate abjuration
PRICE
42,816 GP CL 9th
WEIGHT 10 lbs.
The summoner’s sorrow is a +2 cold iron glaive that deals an extra 2d6 points of damage against summoned creatures, including eidolons. Once each round when the summoner’s sorrow damages a summoned or illusory creature, the wielder can make a dispel check as a free action to send away or destroy the creature. This is treated as a dispel magic spell targeted against the spell that created the creature, except that the wielder’s base attack bonus is used in place of the wielder’s or item’s caster level. This ability has no effect on creatures that are called rather than summoned, or on summoned creatures that cannot be dispelled, such as a summoner’s eidolon.
CONSTRUCTION REQUIREMENTS
COST 21,566 GP
SUN BLADE AURA moderate evocation
ARMOR SPECIAL ABILITIES SPECIFIC MAGIC ARMOR & SHIELDS WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
PRICE
50,335 GP CL 10th
WEIGHT 2 lbs.
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2). The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded. CONSTRUCTION REQUIREMENTS
COST 25,335 GP
Craft Magic Arms and Armor, daylight, creator must be good
SWIFT OBSIDIAN GREATAXE AURA moderate transmutation
CL 10th
PRICE
11,320 GP WEIGHT 12 lbs.
The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round.
161
UlTimaTe eqUipmeNT CONSTRUCTION REQUIREMENTS
COST 5,802 GP
Craft Magic Arms and Armor, expeditious retreat, keen edge
SWORD OF LIFE STEALING AURA strong necromancy
CL 17th
WEIGHT 4 lbs.
CONSTRUCTION REQUIREMENTS
COST 13,015 GP
Craft Magic Arms and Armor, enervation
SWORD OF SUBTLETY
PRICE
22,310 GP CL 7th
WEIGHT 2 lbs.
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when she makes a sneak attack with it. CONSTRUCTION REQUIREMENTS
COST 11,310 GP
Craft Magic Arms and Armor, blur
SWORD OF THE PLANES AURA strong evocation
PRICE
22,315 GP CL 15th
WEIGHT 4 lbs.
This longsword has an enhancement bonus of +1 on the Material Plane, but on any elemental planes its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the elemental planes. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword. CONSTRUCTION REQUIREMENTS
COST 11,315 GP
Craft Magic Arms and Armor, plane shift
SYLVAN SCIMITAR AURA moderate evocation
PRICE
47,315 GP CL 11th
WEIGHT 4 lbs.
When used outdoors in a temperate climate, this +3 scimitar grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage. CONSTRUCTION REQUIREMENTS
COST 23,815 GP
Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid
TANGLE BOLT AURA strong conjuration
162
COST 113 GP
PRICE
25,715 GP
This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level gained or any such levels become permanent.
AURA moderate illusion
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, true seeing, and either web or creator must have 5 ranks in Craft (alchemy)
PRICE
226 GP CL 12th
WEIGHT —
Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt’s damage, the target is entangled as if it had been hit by a tanglefoot bag.
TEN-RING SWORD AURA moderate transmutation
PRICE
14,315 GP CL 7th
WEIGHT 4 lbs.
This finely crafted +2 nine-ring broadsword has an extra gap at the base of the blade’s unsharpened edge, closest to the hilt, seemingly to fit an extra ring. The wielder of a ten-ring sword can use a full-round action to place a magic ring into the empty slot, where the ring then rests until removed (another full-round action). Once a ring is fitted to the tenth slot, the sword’s wielder can employ that ring as if he were wearing it, even if he is currently wearing two magic rings. Alternatively, the sword’s wielder can fit a ring made of a specific metal like adamantine or cold iron into the tenth slot. Doing so allows the sword to penetrate damage reduction as if it were made of the same metal as the ring. Using this property does not grant the weapon any additional properties of that metal (such as bypassing hardness, etc.). Typically, such metal rings cost one-tenth the cost of a ninering broadsword made from that material. In the event that a magic ring made from a specific metal, like silver, is affixed to the sword’s tenth slot, the sword’s wielder decides which of the weapon’s two properties will be in effect when the ring is placed. However, the sword’s wielder can use a move action to switch between properties. CONSTRUCTION REQUIREMENTS
COST 7,157 GP
Craft Magic Arms and Armor, mage hand, versatile weapon
TRACER BULLET AURA faint evocation
PRICE
100 GP CL 2nd
WEIGHT —
These +1 firearm bullets deal no damage, but instead cause a pale glow to outline the target, granting the effect of a faerie fire spell and causing the target to take a –2 penalty to AC against ranged attacks. These effects last for 1d4 rounds. CONSTRUCTION REQUIREMENTS
COST 50 GP
Craft Magic Arms and Armor, faerie fire
TRIDENT OF FISH COMMAND
18,650 GP
AURA moderate enchantment
WEIGHT 4 lbs.
CL 7th
PRICE
The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 Hit Dice of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or her allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals that successfully make their saving throws are free of control, but they will not approach within 10 feet of the trident.
MAGIC ARMS AND ARMOR CONSTRUCTION REQUIREMENTS
COST 9,482 GP
Craft Magic Arms and Armor, charm animals, speak with animals
TRIDENT OF STABILITY AURA faint transmutation
CL 3rd
CONSTRUCTION REQUIREMENTS
WEIGHT 4 lbs.
COST 5,065 GP
Craft Magic Arms and Armor, levitate PRICE
10,115 GP CL 7th
WEIGHT 4 lbs.
A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and scanning a hemisphere with a radius of 680 feet takes 1 round. The weapon is otherwise a +2 trident. CONSTRUCTION REQUIREMENTS
COST 5,215 GP
Craft Magic Arms and Armor, locate creature
TRITON’S TRIDENT
PRICE
15,065 GP CL 6th
WEIGHT 4 lbs.
This curve-tined +1 monstrous humanoid bane trident is etched with a pattern of alternating scales and shells. A triton’s trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. The CMB for either effect is +6. CONSTRUCTION REQUIREMENTS
COST 7,690 GP
Craft Magic Arms and Armor, hydraulic push, hydraulic torrent, summon monster I
UNDERCUTTING AXE AURA moderate necromancy
SPECIFIC MAGIC ARMOR & SHIELDS
VALOR’S MINION AURA strong evocation
PRICE
23,310 GP CL 9th
WEIGHT 6 lbs.
This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 half).
PRICE
41,335 GP CL 15th
WEIGHT 6 lbs.
The blade of this +2 holy bastard sword always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple. Effective on its own, a valor’s minion is even more potent in the hands of those who dedicate their efforts to vanquishing a single foe. Whenever a wielder uses either the challenge or smite evil class feature, she can sacrifice one additional use of that class feature to treat the smite or challenge as if she were three class levels higher. CONSTRUCTION REQUIREMENTS
WEAPON SPECIAL ABILITIES SPECIFIC MAGIC WEAPONS
COST 20,168 GP
Craft Magic Arms and Armor, holy smite
VOID SCYTHE AURA strong necromancy
TRIDENT OF WARNING
AURA moderate evocation
Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster I
CONSTRUCTION REQUIREMENTS
PRICE
9,815 GP
The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of step. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen.
AURA moderate divination
COST 11,810 GP
ARMOR SPECIAL ABILITIES
PRICE
95,318 GP CL 13th
WEIGHT 10 lbs.
Instead of a blade, a swathe of absolute darkness inimical to life tips this scythe. It functions as a +1 brilliant energy scythe, except the blade is formed of negative energy and gives off no light whatsoever. The wielder can channel negative energy directly into the scythe to charge it with life-destroying energy for 1 round per die of channeling. For example, channeling negative energy for 5d6 points of damage fuels the scythe for 5 rounds. While so charged, the void scythe bestows one negative level with each hit. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Black energy utterly consumes any creature that is slain by the void scythe, leaving no body behind but leaving the creature’s equipment unharmed. A victim of the void scythe can be restored only by true resurrection or a carefully worded miracle or wish. CONSTRUCTION REQUIREMENTS
COST 47,815 GP
Craft Magic Arms and Armor, disintegrate, enervation
WARBRINGER AURA strong enchantment
PRICE
61,375 GP CL 14th
WEIGHT 8 lbs.
This massive, wickedly curved red-bladed sword is a +3 keen vicious falchion that murmurs a low, rumbling battle chant when drawn. Whenever the wielder confirms a critical hit with a warbringer, the wielder gains the benefits of rage for 1 round (if a barbarian, the wielder gains 1 additional round of rage for that day), while the creature struck is compelled to move toward and attack its nearest ally with a melee weapon, natural weapon, or unarmed strike on its next turn (DC 14 Will negates), as the murderous command spell. CONSTRUCTION REQUIREMENTS
COST 30,875 GP
Craft Magic Arms and Armor, keen edge, murderous command (Ultimate Magic), rage
163
4 Rings, Rods, and Staves
C
an’t kill it!” Lini yelled. “Can’t kill snow, can’t kill ghosts— can’t kill snow-ghosts!” Beside her, her big cat mourned its own failure to bite the spectre. Feiya stepped between the others and the icy apparition, its shape half-hidden by the snow. “Stay behind me,” she warned. She raised her staff, letting it draw in the fury of the supernatural storm. Green light began to gather at the staff’s tip. Somewhere out in the whirling wind, the storm-ghost howled. “Are you going to blast it?” Lini demanded, eager as a child. “Not blast,” Feiya corrected. “Melt.” The white curtains parted, revealing the ice-woman, snarling and beautiful. Feiya tipped her staff forward, then let it burn...
UlTimaTe eqUipmeNT Table 4–1: Rings
Rings
Rings bestow magical powers upon their wearers. Only a rare few have charges—most magic rings are permanent and potent magic items. Anyone can use a ring. A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings. PHYSICAL DESCRIPTION: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal— usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25. ACTIVATION: A ring’s ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity), or its effects may work continually. Some rings have unusual activations, as mentioned in the ring’s specif ic description. SPECIAL QUALITIES: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (Core Rulebook 532). Rings with charges can never be intelligent.
DECOY RING AURA moderate illusion
PRICE
12,000 GP CL 11th
WEIGHT —
This ring is a thick loop of mirrorlike metal. Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Forge Ring, mislead
166
LESSER MINOR RING
01–07 08–16 17–25 26–40 41–47 48–57 58–66 67–75 76–84 85–93 94–100
Dungeon ring, prisoner’s Ring of arcane signets Ring of spell knowledge I Ring of protection +1 Ring of the grasping grave Ring of feather falling Ring of climbing Ring of jumping Ring of sustenance Ring of swimming Ring of ferocious action
PRICE
d%
GREATER MINOR RING
01–15 16–25 26–35 36–52 53–69 70–86 87–100
Ring of counterspells Ring of maniacal devices Ring of rat fangs Ring of sacred mistletoe Ring of spell knowledge II Ring of swarming stabs Ring of grit mastery
d%
LESSER MEDIUM RING
01–02 03–06 07–11 12–13 14–17 18–22 23–24 25–27 28–29 30–31
Ring of forcefangs Ring of mind shielding Ring of protection +2 Ring of strength sapping Ring of force shield Ring of the ram Scholar’s ring Ring of climbing, improved Ring of curing Ring of foe focus
PRICE
VARIES
CL 8th
16,000 GP 250 GP WEIGHT —
A jailer’s dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner’s dungeon rings. When the wearer of a jailer’s ring places a prisoner’s ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle,
250 gp 1,000 gp 1,500 gp 2,000 gp 2,000 gp 2,200 gp 2,500 gp 2,500 gp 2,500 gp 2,500 gp 3,000 gp PRICE
4,000 gp 5,000 gp 5,000 gp 6,000 gp 6,000 gp 6,000 gp 6,840 gp PRICE
8,000 gp 8,000 gp 8,000 gp 8,000 gp 8,500 gp 8,600 gp 8,700 gp 10,000 gp 10,000 gp 10,000 gp
or wish spell. The wearer of the jailer’s ring can also remove a linked prisoner’s ring at any time. The jailer is aware of any wearer of a linked prisoner’s ring as per a constant status spell. Additionally, all wearers of linked prisoner’s rings count as familiar to the jailer for the purposes of spells such as scrying and teleport. CONSTRUCTION REQUIREMENTS
DUNGEON RING Jailer’s dungeon ring Prisoner’s dungeon ring AURA moderate divination
d%
COST varies
Jailer’s dungeon ring Prisoner’s dungeon ring
8,000 GP 125 GP
Forge Ring, scrying, status
RING OF ANIMAL FRIENDSHIP AURA faint enchantment
CL 3rd
PRICE
10,800 GP WEIGHT —
A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. On command, this ring affects an animal as if the wearer had cast charm animal, causing the animal to regard the wearer as a trusted friend.
RINGS, RODS, AND STAVES RINGS 32–35 36–37 38–40 41–43 44–46 47–48 49–50 51–52 53–55 56–58 59–61 62–64 65–67 68–70 71–76 77–79 80–82 83–85 86–89 90–95 96–100
Ring of jumping, improved Ring of ki mastery Ring of revelation, lesser Ring of swimming, improved Ring of animal friendship Ring of transposition Ring of tactical precision Ring of the sophisticate Decoy ring Ring of craft magic Ring of ectoplasmic invigoration Ring of energy resistance, minor Ring of the troglodyte Steelhand circle Ring of chameleon power Ring of spell knowledge III Ring of the sea strider Ring of retribution Ring of water walking Dungeon ring, jailer’s Ring of revelation, greater
d%
GREATER MEDIUM RING
01–04 05–16 17–26 27–30 31–35 36–46 47–54 55–60 61–68
Ring of inner fortitude, minor Ring of protection +3 Ring of spell storing, minor Ring of energy shroud Ring of arcane mastery Ring of invisibility Ring of wizardry I Ring of revelation, superior Ring of spell knowledge IV
CONSTRUCTION REQUIREMENTS
10,000 gp 10,000 gp 10,000 gp 10,000 gp 10,800 gp 10,800 gp 11,000 gp 11,000 gp 12,000 gp 12,000 gp 12,000 gp 12,000 gp 12,000 gp 12,000 gp 12,700 gp 13,500 gp 14,000 gp 15,000 gp 15,000 gp 16,000 gp 16,000 gp PRICE
18,000 gp 18,000 gp 18,000 gp 19,500 gp 20,000 gp 20,000 gp 20,000 gp 24,000 gp 24,000 gp
COST 5,400 GP
Forge Ring, charm animal
RING OF ARCANE MASTERY AURA strong abjuration and evocation CL 11th
PRICE
20,000 GP WEIGHT —
This ring is a thin but sturdy piece of forged steel crafted to resemble a serpent swallowing its tail, and is magically imbued to reveal the secrets of arcane mastery to its wearer. The ring allows a wearer with an arcane pool to store up to 4 points from his arcane pool in the ring as a swift action. These points remain in the ring until used. A wearer can spend arcane pool points stored in the ring as if they were his own, or can spend them in each of the following ways. • As a free action, the wearer can expend 1 arcane pool point stored in the ring to gain a +2 bonus on Concentration checks for 1 round. • As a standard action, the wearer can expend 1 arcane pool point stored in the ring to use the pool strike magus arcana (Ultimate Magic 12) using his own magus level to determine the effect.
69–80 81–88 89–100
Ring of evasion Ring of x-ray vision Ring of blinking
25,000 gp 25,000 gp 27,000 gp
RODS STAVES
d%
LESSER MAJOR RING
01–09 10–16 17–33 34–39 40–55 56–70 71–75 76–92 93–100
Ring of energy resistance, major Ring of the ecclesiarch Ring of protection +4 Ring of return Ring of freedom of movement Ring of wizardry II Ring of inner fortitude, major Ring of energy resistance, greater Ring of delayed doom
PRICE
d%
GREATER MAJOR RING
01–06 07–18 19–27 28–37 38–43 44–48 49–57 58–63 64–71 72–76 77–82 83–86 87–90 91–93 94–97 98–100
Ring of friend shield Ring of protection +5 Ring of shooting stars Ring of spell storing Ring of continuation Ring of inner fortitude, greater Ring of wizardry III Spiritualist Rings Ring of telekinesis Ring of regeneration Ring of spell turning Ring of wizardry IV Ring of three wishes Ring of djinni calling Ring of elemental command Ring of spell storing, major
28,000 gp 28,500 gp 32,000 gp 33,600 gp 40,000 gp 40,000 gp 42,000 gp 44,000 gp 45,000 gp PRICE
50,000 gp 50,000 gp 50,000 gp 50,000 gp 56,000 gp 66,000 gp 70,000 gp 70,000 gp 75,000 gp 90,000 gp 100,000 gp 100,000 gp 120,000 gp 125,000 gp 200,000 gp 200,000 gp
• As an immediate action, the wearer can expend up to 4 arcane pool points stored in the ring to use the reflection magus arcana (Ultimate Magic 12). CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Forge Ring, imbue with spell ability, spell turning
RING OF ARCANE SIGNETS AURA faint universal
PRICE
1,000 GP CL 8th
WEIGHT —
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form,
167
UlTimaTe eqUipmeNT it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell. CONSTRUCTION REQUIREMENTS
COST 500 GP
Forge Ring, arcane mark
one specific action (such as making a particular attack) are expended after that action. This does not reduce the duration of spells that normally last longer than 24 hours. Casting a new spell does not eliminate a previous spell if its normal duration is such that it would still be in effect. However, attempts to dispel or otherwise eliminate a spell kept active by the ring work normally and, if successful, remove the spell from the ring, causing the wearer to lose all benefits from that spell. CONSTRUCTION REQUIREMENTS
COST 28,000 GP
Forge Ring, mnemonic enhancer
RING OF BLINKING AURA moderate transmutation
PRICE
27,000 GP CL 7th
WEIGHT —
On command, this ring makes the wearer blink, as the blink spell. CONSTRUCTION REQUIREMENTS
COST 13,500 GP
Forge Ring, blink
RING OF CHAMELEON POWER AURA faint illusion
CL 3rd
PRICE
12,700 GP WEIGHT —
As a free action, the wearer of this ring can gain the ability to magically blend in with her surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants. CONSTRUCTION REQUIREMENTS
COST 6,350 GP
Forge Ring, disguise self, invisibility
CL 5th
CONSTRUCTION REQUIREMENTS
WEIGHT —
AURA faint transmutation
COST 1,250 GP
RING OF CLIMBING, IMPROVED CL 5th
PRICE
10,000 GP WEIGHT —
This ring functions as a ring of climbing, except it grants a +10 competence bonus on its wearer’s Climb checks. CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Forge Ring, creator must have 10 ranks in the Climb skill
RING OF CONTINUATION
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CONSTRUCTION REQUIREMENTS
RING OF CRAFT MAGIC
PRICE
Forge Ring, creator must have 5 ranks in the Climb skill
AURA moderate transmutation
CL 11th
WEIGHT —
Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.
2,500 GP
This magic ring has the deceptively simple appearance of a plain leather cord that wraps securely around a finger. The ring continually grants the wearer a +5 competence bonus on Climb checks.
AURA faint transmutation
AURA moderate evocation
PRICE
4,000 GP
COST 2,000 GP
Forge Ring, imbue with spell ability
RING OF CLIMBING AURA faint transmutation
RING OF COUNTERSPELLS
PRICE
56,000 GP CL 7th
WEIGHT —
This band of braided copper wires throbs ever so slightly in harmony with its wearer’s heartbeat. Whenever the wearer of this ring casts a spell with a range of personal and a duration of 10 minutes per level or longer, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first). Spells that usually only affect
PRICE
12,000 GP CL 3rd
WEIGHT —
A ring of craft magic always bears some sort of tool-like design in its craftsmanship. The wearer of the ring sees spells as similar to crafts, and vice versa. The wearer may make a Craft check in place of a Spellcraft check to identify an item that could be created with that Craft skill. The wearer may also expend a spell slot or prepared spell to gain an enhancement bonus equal to the level of the expended spell on a single Craft or Profession check (regardless of the amount of time needed to make the check). CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Forge Ring, creator must have the obsession racial trait
RING OF CURING AURA moderate transmutation
PRICE
10,000 GP CL 8th
WEIGHT —
This simple copper ring is a boon to those who spend their lives healing others. Whenever the wearer of a ring of curing casts a conjuration spell of the healing subschool, all maximums to the level-dependent healing provided by that spell increase by 2. For example, cure light wounds would provide a maximum healing of 1d8 + 7 (at 7th caster level), while heal would cure a maximum of 170 points of damage. This ring does not increase the wearer’s actual caster level, nor the amount of leveldependent healing provided by any such spell. CONSTRUCTION REQUIREMENTS
Forge Ring, Heighten Spell, consecrate
COST 5,000 GP
RINGS, RODS, AND STAVES RINGS
RING OF DELAYED DOOM AURA moderate conjuration
PRICE
45,000 GP CL 9th
WEIGHT —
Whenever the mind or body of this ring’s wearer first becomes subject to any harmful effect that allows a saving throw to resist or mitigate it, he may, as an immediate action, choose to delay the onset of that effect for 1 minute, after he fails the saving throw but before its effects occur. This activation causes one of the ring’s nine garnets to turn to powder. When that minute passes, the wearer may continue to delay the onset of this harmful effect an additional minute as an immediate action by willing the ring to do so, which destroys another garnet, thus repeating the cycle for another minute. The delayed harmful effect occurs when the wearer falls unconscious, when the ring is removed, or 1 minute after the last time the ring’s power activated; rounds spent delaying the effect do not count toward the effect’s duration (for example, a curse that lasts 5 rounds takes effect for a full 5 rounds, even if the wearer delayed its effect several minutes). Effects that protect against or negate the harmful effect work normally while it is delayed. The price of the ring is reduced by 5,000 gp for each of its garnets that has been destroyed. CONSTRUCTION REQUIREMENTS
COST 22,500 GP
Forge Ring, heal, time stop
RING OF DJINNI CALLING AURA strong conjuration
PRICE
125,000 GP CL 17th
WEIGHT —
This “genie” ring serves as a special gate by means of which a specific djinni (see the Pathfinder RPG Bestiary) can be called from the Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless. CONSTRUCTION REQUIREMENTS
COST 62,500 GP
Forge Ring, gate
RING OF ECTOPLASMIC INVIGORATION AURA moderate conjuration
CL 6th
PRICE
12,000 GP WEIGHT —
A summoner wearing a ring of ectoplasmic invigoration can use his maker’s call class feature to absorb his eidolon (dismissing it in the process) instead of bringing it to his side. He gains 2 temporary hit points per Hit Die of the eidolon and the benefits of a lesser restoration spell. The eidolon must still be within range of his maker’s call ability. Any temporary hit points gained fade after 1 hour or when the eidolon is summoned again. A wearer with the transposition ability can transport himself to the eidolon’s square (still absorbing and dismissing it) rather than calling the eidolon to him. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Forge Ring, the creator must be able to summon an eidolon and have the maker’s call class feature
RING OF ELEMENTAL COMMAND AURA strong conjuration
CL 15th
PRICE
200,000 GP
RODS
WEIGHT —
All four kinds of rings of elemental command are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties. Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of her. If the wearer desires, she may forgo this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. Creatures from the plane to which the ring is attuned that attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws against the extraplanar creature’s attacks with a +2 resistance bonus. She gains a +4 morale bonus on all attack rolls against such creatures. Any weapons he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have. The wearer of the ring is able to converse with creatures from the plane to which her ring is attuned. These creatures recognize that she wears the ring, and show a healthy respect for the wearer if their alignments are similar. If alignments are opposed, creatures fear the wearer if she is strong. If she is weak, they hate and desire to slay her. The possessor of a ring of elemental command takes a saving throw penalty as follows. ELEMENT
SAVING THROW PENALTY
Air Earth Fire Water
–2 against earth-based effects –2 against air- or electricity-based effects –2 against water- or cold-based effects –2 against fire-based effects
STAVES
In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind. RING OF ELEMENTAL COMMAND (AIR)
• • • • • •
Wind wall (unlimited use) Feather fall (unlimited use, wearer only) Resist energy (electricity) (unlimited use, wearer only) Gust of wind (twice per day) Air walk (once per day, wearer only) Chain lightning (once per week) This ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it.
169
UlTimaTe eqUipmeNT RING OF ELEMENTAL COMMAND (EARTH)
• • • • • •
Soften earth and stone (unlimited use) Meld into stone (unlimited use, wearer only) Stone shape (twice per day) Wall of stone (once per day) Stoneskin (once per week, wearer only) Passwall (twice per week) This ring appears to be a ring of meld into stone (allowing the wearer to cast meld into stone at will) until the established condition is met. RING OF ELEMENTAL COMMAND (FIRE)
• • • • • •
Resist energy (fire) (as a major ring of energy resistance [fire]) Burning hands (unlimited use) Flaming sphere (twice per day) Pyrotechnics (twice per day) Wall of fire (once per day) Flame strike (twice per week) This ring appears to be a major ring of energy resistance (fire) until the established condition is met.
RING OF ENERGY SHROUD AURA strong abjuration
Create water (unlimited use) Water breathing (unlimited use) Water walk (unlimited use) Wall of ice (once per day) Ice storm (twice per week) Control water (twice per week) This ring appears to be a ring of water walking until the established condition is met.
CONSTRUCTION REQUIREMENTS
RING OF ENERGY RESISTANCE
CL 11th
PRICE
VARIES 12,000 GP 28,000 GP 44,000 GP WEIGHT —
Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.
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CONSTRUCTION REQUIREMENTS
COST varies
Minor Major Greater
6,000 GP 14,000 GP 22,000 GP
Forge Ring, resist energy
COST 9,750 GP
RING OF EVASION
PRICE
25,000 GP CL 7th
WEIGHT —
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Forge Ring, jump
COST 100,000 GP
Forge Ring, summon monster VI, all appropriate spells
Minor Major Greater AURA moderate abjuration
WEIGHT —
Forge Ring, elemental aura, resist energy
• • • • • •
CONSTRUCTION REQUIREMENTS
CL 13th
A ring of energy shroud always appears to be glass or crystal in construction, tinted in a red, green, blue, or yellow hue. Closer inspection reveals a small band of metal within the glass or crystal. Treasured by frontline fighters and anyone with a trusted evoker ally, rings of energy shroud normally function as a minor ring of energy resistance. However, once per day as an immediate action, the ring’s wearer can negate the damage of an incoming acid, cold, electricity, or fire energy effect for himself (but not for other creatures affected by the spell or effect), transforming that damage into a shroud of energy that wreathes the wearer’s body acting as if under the effects of the elemental aura spell (Advanced Player’s Guide). The elemental aura effect has the same energy type of the damage negated.
AURA moderate transmutation
RING OF ELEMENTAL COMMAND (WATER)
PRICE
19,500 GP
RING OF FEATHER FALLING AURA faint transmutation
PRICE
2,200 GP CL 1st
WEIGHT —
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, and activates immediately if the wearer falls more than 5 feet. CONSTRUCTION REQUIREMENTS
COST 1,100 GP
Forge Ring, feather fall
RING OF FEROCIOUS ACTION AURA faint transmutation
PRICE
3,000 GP CL 5th
WEIGHT —
This ring allows its wearer to persevere through trauma that hampers his actions. Once per day, when the wearer gains the staggered condition from an enemy’s attack, she can ignore that condition for up to 5 rounds. This does not prevent her from gaining the staggered condition again, and it doesn’t protect her if she gained the staggered condition multiple times. CONSTRUCTION REQUIREMENTS
COST 1,500 GP
Forge Ring, haste, stabilize
RING OF FOE FOCUS AURA faint conjuration
PRICE
10,000 GP CL 5th
WEIGHT —
This ring of jagged steel gives the impression that it was
RINGS, RODS, AND STAVES RINGS salvaged from a suit of armor and then crudely bent into a circle. The wearer of the ring can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy. CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Forge Ring, shield
RING OF FORCE SHIELD AURA moderate evocation
PRICE
8,500 GP CL 9th
WEIGHT —
This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action. CONSTRUCTION REQUIREMENTS
COST 4,250 GP
Forge Ring, wall of force
CL 9th
WEIGHT —
CONSTRUCTION REQUIREMENTS
COST 4,000 GP
Forge Ring, Heighten Spell, magic missile
RING OF FREEDOM OF MOVEMENT CL 7th
PRICE
40,000 GP WEIGHT —
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell. CONSTRUCTION REQUIREMENTS
COST 20,000 GP
Forge Ring, freedom of movement
RING OF FRIEND SHIELD AURA moderate abjuration
RING OF GRIT MASTERY AURA faint abjuration and evocation
PRICE
6,840 GP CL 3rd
RODS STAVES
WEIGHT —
This ring is made out of fused firearm bullets, making it a chunky but overall impressive ring. Twice per day, as a free action, when the wearer regains grit, she can choose to store it in the ring of grit mastery instead of regaining the grit point. She can store up to 2 grit points within the ring in this way. She can spend the grit points stored in the ring either of the following ways. Once per day, without the need to take an action to do so, the wearer can spend 1 grit point stored in the ring to grant herself a +2 insight bonus to initiative. Once per day, as a standard action, the wearer of the ring can spend 2 grit points stored within the ring to activate a bullet shield as the spell (Ultimate Combat). Any grit points stored in the ring disappear at the start of each day. CONSTRUCTION REQUIREMENTS
COST 3,420 GP
PRICE
8,000 GP
This band negates any force spell or force spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of 9 charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
AURA moderate abjuration
COST 25,000 GP
Forge Ring, anticipate peril, bullet shield, creator must have the grit class feature
RING OF FORCEFANGS AURA moderate evocation
CONSTRUCTION REQUIREMENTS
Forge Ring, shield other
PRICE
50,000 GP CL 10th
WEIGHT —
These curious rings always come in pairs. A ring of friend shield without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
PRICE
RING OF INNER FORTITUDE Minor Major Greater AURA moderate conjuration
VARIES
CL 7th
18,000 GP 42,000 GP 66,000 GP WEIGHT —
Alternating diamonds and rubies stud this band of white gold. A minor ring of inner fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores. A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points. A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition. If the ring prevents any damage, drain, or penalty that are associated with a beneficial effect, it also negates the beneficial effect. CONSTRUCTION REQUIREMENTS
COST varies
Minor Major Greater Forge Ring, restoration
9,000 GP 21,000 GP 33,000 GP
RING OF INVISIBILITY AURA faint illusion
PRICE
20,000 GP CL 3rd
WEIGHT —
171
UlTimaTe eqUipmeNT By activating this simple silver ring, the wearer can benefit from invisibility, as the spell. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
RING OF MIND SHIELDING AURA faint abjuration
Forge Ring, invisibility
RING OF JUMPING AURA faint transmutation
PRICE
WEIGHT —
This ring continually allows the wearer to leap about, providing a +5 competence bonus on all her Acrobatics checks made to make high or long jumps. CONSTRUCTION REQUIREMENTS
RING OF JUMPING, IMPROVED CL 7th
PRICE
10,000 GP WEIGHT —
This ring functions as a ring of jumping, except it grants the wearer a +10 competence bonus on all her Acrobatics checks made to make high or long jumps. CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Forge Ring, creator must have 10 ranks in Acrobatics
RING OF KI MASTERY AURA faint transmutation
PRICE
10,000 GP CL 5th
WEIGHT —
This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring. As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts. As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point). CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Forge Ring, ki leech, the creator must be able to use ki
RING OF MANIACAL DEVICES
5,000 GP
AURA faint transmutation
WEIGHT —
CL 3rd
PRICE
This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them. CONSTRUCTION REQUIREMENTS
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WEIGHT —
CONSTRUCTION REQUIREMENTS
COST 4,000 GP
Forge Ring, nondetection
COST 1,250 GP
Forge Ring, creator must have 5 ranks in Acrobatics
AURA moderate transmutation
CL 3rd
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
2,500 GP CL 2nd
PRICE
8,000 GP
COST 2,500 GP
Forge Ring, fox’s cunning, creator must have 5 ranks in the relevant skill
PRICE
RING OF PROTECTION +1 bonus +2 bonus +3 bonus +4 bonus +5 bonus AURA faint abjuration
VARIES
CL 5th
2,000 GP 8,000 GP 18,000 GP 32,000 GP 50,000 GP WEIGHT —
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. CONSTRUCTION REQUIREMENTS
COST varies
+1 bonus +2 bonus +3 bonus +4 bonus +5 bonus
1,000 GP 4,000 GP 9,000 GP 16,000 GP 25,000 GP
Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring
RING OF RAT FANGS AURA faint transmutation
PRICE
5,000 GP CL 3rd
WEIGHT —
This bone ring is the shape of an elongated rat biting its own tail. The wearer gains a bite attack as a primary natural attack. This attack deals 1d4 points of piercing damage for a Medium wearer or 1d3 points of damage for a Small wearer. After about a week of wearing the ring, the wearer’s appearance becomes more ratlike, though she still looks like a member of her original race (for example, a human might gain prominent teeth). CONSTRUCTION REQUIREMENTS
COST 2,500 GP
Forge Ring, magic fang, polymorph
RING OF REGENERATION AURA strong conjuration
PRICE
90,000 GP CL 15th
WEIGHT —
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as
RINGS, RODS, AND STAVES RINGS the spell regenerate. In either case, only damage taken while wearing the ring is regenerated. CONSTRUCTION REQUIREMENTS
COST 45,000 GP
Forge Ring, regenerate
RING OF RETRIBUTION AURA strong evocation
PRICE
15,000 GP CL 13th
WEIGHT —
Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-footradius burst that deals 10d6 points of fire damage (Reflex DC 14 half). If the wearer is killed by the detonation, all magical equipment he carries must also save or take fire damage, and all nonmagical equipment takes this damage with no saving throw. This explosion never destroys the ring. CONSTRUCTION REQUIREMENTS
COST 7,500 GP
Forge Ring, Quicken Spell, fireball
RING OF RETURN AURA moderate conjuration
PRICE
33,600 GP CL 7th
WEIGHT —
This gold ring is set with three stones: blue, green, and red. Three times per day, the wearer of the ring can, as a move action, use it to form a link with the particular 5-foot square she occupies at that moment. This causes one of the stones on the ring to glow. As a swift action, the wearer of the ring can teleport to any unoccupied linked square within 100 feet. CONSTRUCTION REQUIREMENTS
COST 16,800 GP
Forge Ring, dimension door PRICE
RING OF REVELATION Lesser Greater Superior AURA moderate varies
VARIES
CL 11th
10,000 GP 16,000 GP 24,000 GP WEIGHT —
A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle, and Use Magic Device doesn’t allow a character to gain a revelation from this ring. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater
ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher. CONSTRUCTION REQUIREMENTS
COST varies
Lesser Greater Superior
5,000 GP 8,000 GP 12,000 GP
RODS STAVES
Forge Ring, creator must be an oracle with the desired revelation
RING OF SACRED MISTLETOE
6,000 GP
AURA faint transmutation
WEIGHT —
CL 1st
PRICE
This tiny ring of living mistletoe coils about the wearer’s finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures. Furthermore, the wearer can use shillelagh once per day. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Forge Ring, pass without trace, shillelagh
RING OF SHOOTING STARS AURA strong evocation
PRICE
50,000 GP CL 12th
WEIGHT —
This ring has two modes of operation: one for when the wearer is in dim light or outdoors at night, and a second one when the wearer is underground or indoors at night. At night or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command. • Dancing lights (once per hour) • Light (twice per night) • Ball lightning (special, once per night) • Shooting stars (special, three per week) The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the wearer controls them similarly (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created. NUMBER OF BALLS
DAMAGE PER BALL
1 lightning ball 2 lightning balls 3 lightning balls 4 lightning balls
2d6 points of electricity damage 3d6 points of electricity damage 2d6 points of electricity damage 1d6 points of electricity damage
Once the ball lightning function is activated, the balls can be released at any time before the sun rises. Multiple balls can be released in the same round.
173
UlTimaTe eqUipmeNT The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. Upon impact, they deal 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere that deals 24 points of fire damage. Any creature struck by a shooting star takes full damage from the impact plus full fire damage from the spread unless it succeeds at a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. The range is 70 feet, at the end of which the shooting star explodes unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a successful DC 13 Reflex save or be hit by the projectile. Indoors at night, or underground, the ring of shooting stars has the following properties. • Faerie fire (once per day) • Spark shower (special, once per day) The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arch 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying metal weapons. Any creature wearing metal armor and/or carrying a metal weapon takes 4d8 points of damage. CONSTRUCTION REQUIREMENTS
COST 25,000 GP
Forge Ring, faerie fire, fireball, light, lightning bolt
RING OF SPELL STORING AURA moderate evocation
PRICE
50,000 GP CL 9th
A ring of spell storing contains up to 5 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action. For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it. A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it. CONSTRUCTION REQUIREMENTS
RING OF SPELL KNOWLEDGE Type I Type II Type III Type IV AURA moderate or strong (no school) CL 7th
PRICE
VARIES 1,500 GP 6,000 GP 13,500 GP 24,000 GP WEIGHT —
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list. Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting). CONSTRUCTION REQUIREMENTS
174
COST varies
Type I 750 GP Type II 3,000 GP Type III 6,750 GP Type IV 12,000 GP Forge Ring, creator must be able to cast spells of the spell level to be granted
WEIGHT —
COST 25,000 GP
Forge Ring, imbue with spell ability
RING OF SPELL STORING, MAJOR AURA strong evocation
CL 17th
PRICE
200,000 GP WEIGHT —
As the ring of spell storing, except it holds up to 10 levels of spells. CONSTRUCTION REQUIREMENTS
COST 100,000 GP
Forge Ring, imbue with spell ability
RING OF SPELL STORING, MINOR AURA faint evocation
CL 5th
PRICE
18,000 GP WEIGHT —
As the ring of spell storing, except it holds up to 3 levels of spells. CONSTRUCTION REQUIREMENTS
COST 9,000 GP
Forge Ring, imbue with spell ability
RING OF SPELL TURNING AURA strong abjuration
PRICE
100,000 GP CL 13th
WEIGHT —
Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon him. CONSTRUCTION REQUIREMENTS
Forge Ring, spell turning
COST 50,000 GP
RINGS, RODS, AND STAVES RINGS
RING OF STRENGTH SAPPING
8,000 GP
AURA moderate necromancy
WEIGHT —
CL 7th
PRICE
This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack’s normal damage. If the target of the attack takes any Strength damage from this attack, the ring’s wearer gains a +2 enhancement bonus to her Strength for 1 minute. CONSTRUCTION REQUIREMENTS
COST 4,000 GP
Forge Ring, bull’s strength, ray of enfeeblement
RING OF SUSTENANCE AURA faint conjuration
PRICE
2,500 GP CL 5th
WEIGHT —
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. CONSTRUCTION REQUIREMENTS
COST 1,250 GP
Forge Ring, create food and water
RING OF SWARMING STABS
6,000 GP
AURA faint transmutation
WEIGHT —
CL 5th
PRICE
This ring is crafted of hardened leather strips, into which bits of fur, feathers, bone, and ivory have been woven. Twice per day, when the wearer is flanking an opponent, he can as a swift action deal an additional 1d6 points of damage on a successful melee attack against that opponent. This is a sneak attack for any effects that reduce or negate such damage. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Forge Ring, guidance, creator must be able to sneak attack
RING OF SWIMMING AURA faint transmutation
PRICE
2,500 GP CL 2nd
WEIGHT —
This silver ring usually has fishlike designs and motifs etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks. CONSTRUCTION REQUIREMENTS
COST 1,250 GP
Forge Ring, creator must have 5 ranks in Swim
RING OF SWIMMING, IMPROVED AURA moderate transmutation
CL 7th
PRICE
10,000 GP WEIGHT —
As a ring of swimming, except it grants a +10 competence bonus on its wearer’s Swim checks.
CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Forge Ring, creator must have 10 ranks in Swim
RING OF TACTICAL PRECISION AURA moderate transmutation
CL 3rd
PRICE
11,000 GP
RODS STAVES
WEIGHT —
This steel ring is inlaid with adamantine swords and shields. The wearer gains a +5 competence bonus on Profession (soldier) checks, and anytime the wearer gives or receives a numeric bonus from a teamwork feat or the aid another action, that bonus increase by +1. By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with other creatures even if they possess the same teamwork feat. If the ring is imbued with a new teamwork feat, it replaces the previous feat. CONSTRUCTION REQUIREMENTS
COST 5,500 GP
Forge Ring, creator must have 5 ranks of Profession (soldier) and at least one teamwork feat
RING OF TELEKINESIS AURA moderate transmutation
PRICE
75,000 GP CL 9th
WEIGHT —
This ring, knotted with metallic tendrils encasing a setting of red and amber gemstones, allows the caster to use the spell telekinesis on command, lifting and manipulating objects at a distance using only her mind. CONSTRUCTION REQUIREMENTS
COST 37,500 GP
Forge Ring, telekinesis
RING OF THE ECCLESIARCH AURA faint enchantment
PRICE
28,500 GP CL 5th
WEIGHT —
This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer’s deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. The wearer is marked as a scholarly leader of the faith and gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. If the wearer has the Leadership feat, she may attract double the normal number of followers, and her followers’ zealous devotion grants them a +4 morale bonus on Will saves against enchantment spells and effects. Once per day, the wearer of the ring can use prayer and enter image (Advanced Player’s Guide), often using the latter power to speak and observe through portraits, statues, and even minted coinage bearing their likeness. CONSTRUCTION REQUIREMENTS
COST 14,250 GP
Forge Ring, arcane mark, enter image, enthrall, prayer, creator must have 5 ranks of Diplomacy and Knowledge (religion) and the ability to cast divine spells
175
UlTimaTe eqUipmeNT RING OF THE GRASPING GRAVE
2,000 GP
RING OF THE SOPHISTICATE
AURA faint necromancy
WEIGHT —
AURA moderate transmutation and divination CL 8th
CL 1st
PRICE
The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally. CONSTRUCTION REQUIREMENTS
COST 1,000 GP
Forge Ring, sculpt corpse (Advanced Player’s Guide)
RING OF THE RAM AURA moderate transmutation
PRICE
8,600 GP CL 9th
WEIGHT —
A ring of the ram has a setting crafted to resemble a ram’s head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring’s caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item. CONSTRUCTION REQUIREMENTS
COST 4,300 GP
Forge Ring, bull’s strength, telekinesis
PRICE
11,000 GP WEIGHT —
Often worn on the little finger, this ring grants its wearer a +4 competence bonus on Sense Motive and Knowledge (local) checks. Also, once per day on command, the wearer can use the ring to cast either locate creature or locate object (the wearer’s choice). Furthermore, on command and at will, the wearer can instantly know the direction from herself to the nearest tavern, pub, or similar watering hole as long as that establishment is in a settlement whose population is equivalent to that of a village or greater (GameMastery Guide 203) and that is within 20 miles of the wearer. CONSTRUCTION REQUIREMENTS
COST 5,500 GP
Forge Ring, know direction, locate creature, locate object, creator must have at least 4 ranks in both Sense Motive and Knowledge (local)
RING OF THE TROGLODYTE AURA faint conjuration
PRICE
12,000 GP CL 5th
WEIGHT —
Two times per day on command, the wearer of this ring can produce a horrific smell affecting all living creatures other than the wearer within a 10-foot radius. Once created, the smell remains, centered on the wearer, until she dismisses it as a free action. This is a poison effect. Any creature affected by the disgusting aroma produced by the ring must succeed at a DC 14 Fortitude saving throw when it starts its turn in the ring’s stench radius. Those that fail a saving throw become sickened for 1 round. If they are already sickened, they become nauseated for 1 round instead. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Forge Ring, stinking cloud
RING OF THREE WISHES AURA strong universal
PRICE
120,000 GP CL 20th
WEIGHT —
This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item. CONSTRUCTION REQUIREMENTS
COST 97,500 GP
Forge Ring, miracle or wish
RING OF THE SEA STRIDER AURA moderate conjuration
PRICE
14,000 GP CL 7th
WEIGHT —
This ring is made of a single piece of deep blue crystal. The ring grants its wearer a swim speed of 30 feet, as well as a +8 racial bonus on swim checks for having a swim speed. Furthermore, once per day as a swift action, as long as the wearer is in contact with liquid, he can use dimension door as the spell, but its starting and ending points must be connected by a contiguous mass of liquid. CONSTRUCTION REQUIREMENTS
176
Forge Ring, dimension door, touch of the sea
COST 7,000 GP
RING OF TRANSPOSITION AURA moderate conjuration
PRICE
10,800 GP CL 10th
WEIGHT —
On command, the wearer of this ring can touch it to another ring, magical or mundane, and bind it to the ring of transposition. Once per day, the wearer of the ring of transposition can speak a command word to exchange places with the creature wearing the bonded ring, which must be within 800 feet, as though using a dimension door spell against a willing target. In the process, the ring of transposition trades places with the ring on the other creature’s hand, and the bond between the rings is broken.
RINGS, RODS, AND STAVES RINGS The bonding property of the ring of transposition can be used as often as desired, breaking any existing bond each time it is used. An existing bond can be broken by a successful dispel check against the caster level of the ring. CONSTRUCTION REQUIREMENTS
COST 5,400 GP
Forge Ring, dimension door
RING OF WATER WALKING AURA moderate transmutation
PRICE
15,000 GP CL 9th
WEIGHT —
This ring is often made of coral or bluish metal decorated with motifs depicting rolling waves of water. The ring allows the wearer to continually utilize the effects of the spell water walk. CONSTRUCTION REQUIREMENTS
COST 7,500 GP
Forge Ring, water walk
RING OF WIZARDRY Type I Type II Type III Type IV AURA moderate (no school)
PRICE
VARIES
CL 11th
20,000 GP 40,000 GP 70,000 GP 100,000 GP WEIGHT —
This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1stlevel spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled. CONSTRUCTION REQUIREMENTS
COST varies
Type I Type II Type III Type IV Forge Ring, limited wish
10,000 GP 20,000 GP 35,000 GP 50,000 GP
RING OF X-RAY VISION AURA moderate divination
PRICE
25,000 GP CL 6th
WEIGHT —
On command, this ring gives its wearer the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments. CONSTRUCTION REQUIREMENTS
Forge Ring, true seeing
COST 12,500 GP
SCHOLAR’S RING AURA moderate conjuration
PRICE
8,700 GP CL 5th
RODS
WEIGHT —
A scholar’s ring grants complete understanding of any written text or spoken language, even one that the wearer has never encountered before (as the comprehend languages spell), as well as a +5 competence bonus on Knowledge (history) checks. In addition, once every 5 days the wearer can invoke a legend lore spell related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring. CONSTRUCTION REQUIREMENTS
STAVES
COST 4,350 GP
Forge Ring, comprehend languages, legend lore
SPIRITUALIST RINGS AURA strong necromancy
PRICE
70,000 GP CL 12th
WEIGHT —
These four garish and gaudy rings must be worn on one hand, though they take up only a single ring slot. They grant the wearer the ability to commune with and affect the dead in the following ways. • The wearer can use speak with dead, as the spell, three times per day. It takes 10 minutes to use this ability. • The wearer can use spectral hand, as the spell, three times per day. • The wearer’s weapons gain the ghost touch weapon special ability while the wearer is wielding the weapons. • The wearer gains a +4 sacred or profane bonus on saving throws against positive and negative energy effects. The bonus depends on the wearer’s alignment—good-aligned wearers gain a sacred bonus, whereas evil-aligned wearers gain a profane bonus. Neutral-aligned wearers pick either a sacred or profane bonus when the ring is first put on, which cannot be changed later . CONSTRUCTION REQUIREMENTS
COST 45,000 GP
Forge Ring, speak with dead, spectral hand, plane shift
STEELHAND CIRCLE AURA moderate transmutation
PRICE
12,000 GP CL 8th
WEIGHT —
When this ring is worn, the wielder’s skin attains a barely perceptible sheen. In practical terms, the wearer ignores the first 5 points of an object’s hardness when performing a sunder combat maneuver or when smashing an object. She also does not take the standard –4 penalty for making a combat maneuver check to disarm while unarmed. Additionally, the ring’s wearer can focus all of the ring’s power, possibly repelling a devastating blow. Once per day, when a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Using this ability is an immediate action, and the wearer must decide to use it before the critical hit or sneak attack damage is rolled. CONSTRUCTION REQUIREMENTS
Forge Ring, stone fist, stoneskin
COST 6,000 GP
177
UlTimaTe eqUipmeNT
Rods
FIERY NIMBUS ROD
Rods are scepterlike devices that have unique magical powers and usually do not have charges. Anyone can use a rod. PHYSICAL DESCRIPTION: Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs because of their hardy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27. ACTIVATION: Details relating to rod use vary from item to item. Unless noted otherwise, you must be holding a rod to use its abilities. See the individual descriptions for specifics. SPECIAL QUALITIES: Roll d%. A 01 result indicates the rod is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (see Intelligent Items on page 352). Rods with charges can never be intelligent. METAMAGIC RODS: Rods in this special category hold the power to grant metamagic feats to a wielder’s spells. These rods appear starting on page 187.
CONDUIT ROD AURA moderate abjuration
PRICE
12,000 GP CL 12th
WEIGHT 5 lbs.
This stout, dense rod is always constructed of highly conductive metal, shot through with weblike veins of white or yellow glass. While a creature holds a conduit rod, she gains electricity resistance 5 as a constant effect as well as a +1 bonus to her effective caster level when casting any spell with the electricity descriptor. Once per day as a free action, when the wielder of a conduit rod casts a spell with the electricity descriptor, she can teleport anywhere within that spell’s area of effect, but is otherwise unaffected by the spell. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Rod, dimension door, lightning bolt, resist energy
EARTHBIND ROD AURA moderate transmutation
PRICE
CONSTRUCTION REQUIREMENTS
178
CL 6th
WEIGHT 3 lbs.
This rod functions as a +1 flaming burst light mace. Furthermore, when the rod confirms a critical hit, not only does it deal the extra damage from the flaming burst special ability, a nimbus of cold blue flames ignites the target for 1d4 rounds. This illuminates the target as the faerie fire spell. While the nimbus does not burn the target, it responds to melee attacks made against that foe. Each time an ignited foe takes damage from a melee attack, it takes an additional 1d10 fire damage. Furthermore, once per day, as a free action, after hitting a foe with this rod, the wielder can surround the target of that attack with the nimbus, which has the same effect as the nimbus created by a confirmed critical hit. CONSTRUCTION REQUIREMENTS
COST 11,305 GP
Craft Wondrous Item, flame blade, flame strike or fireball, faerie fire
GROUNDING ROD AURA faint abjuration
PRICE
12,000 GP CL 5th
WEIGHT 10 lbs.
This 6-foot-long silver rod is capped with a copper ball at one end, and a multipronged iron spike at the other. Three times per day, the spiked end can be driven into sand, mud, or loose earth as a move action, into dense soil or loose gravel as a standard action, or into stone or harder materials as a full-round action. Once anchored, the rod emits a field that inhibits electrical charges within a 40-foot radius. All creatures within this radius gain resistance 5 to electricity, and anyone attempting to cast a spell with the electricity descriptor must make a caster level check (DC 16) or lose the spell. Removing the rod from the ground and deactivating it requires the same type of action as anchoring it. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Rod, dispel magic, lightning bolt, resist energy
IMMOVABLE ROD AURA moderate transmutation
PRICE
5,000 GP CL 10th
WEIGHT 5 lbs.
26,500 GP CL 6th
WEIGHT 5 lbs.
This rod looks like nothing more than a large, strange sliver of rough granite. This rod’s magic interacts with stone or earth to both steady its wielder and anchor creatures the rod touches. An earthbind rod functions like a +1 light mace, and it grants its wielder a +4 circumstance bonus to its CMD against bull rush, grapple, overrun, reposition, and trip combat maneuvers, but only if the wielder is an oread, has the earth subtype, or is standing on earth or stone. Three times per day, when the wielder hits a creature with this rod, as long as the target of this attack is standing on stone or earth, the wielder can attempt to entangle that creature (Fortitude DC 18 negates) for 1d4 rounds. Craft Rod, stone shape
AURA moderate evocation
PRICE
22,305 GP
COST 13,250 GP
This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must succeed at a DC 30 Strength check to move the rod up to 10 feet in a single round. CONSTRUCTION REQUIREMENTS
Craft Rod, levitate
COST 2,500 GP
RINGS, RODS, AND STAVES RINGS
Table 4–2: Rods d%
LESSER MEDIUM ROD
PRICE
01 02–34 35–49 50–59 60 61 62–71 72–81 82–86 87–100
Metamagic, merciful, minor Metamagic (+1 spell level), minor Immovable rod Rod of thunderous force Metamagic, merciful, normal Rod of ice Metamagic (+2 spell level), minor Rod of metal and mineral detection Metamagic (+1 spell level), normal Rod of cancellation
d%
GREATER MEDIUM ROD
01–03 04–06 07–10 11–18 19 20–29 30–33 34–55 56–59 60–63 64–72 73–76 77–80 81–86 87–90 91–100
Conduit rod Grounding rod Rod of the wayang Rod of wonder Metamagic, merciful, greater Rod of the python Trap-stealer’s rod Metamagic (+3 spell level), minor Rod of balance Rod of escape Rod of flame extinguishing Rod of ruin Sapling rod Rod of beguiling Rod of nettles Rod of the viper
PRICE
LIBERATOR’S ROD AURA moderate abjuration
1,500 gp 3,000 gp 5,000 gp 5,400 gp 5,500 gp 8,500 gp 9,000 gp 10,500 gp 11,000 gp 11,000 gp
12,000 gp 12,000 gp 12,000 gp 12,000 gp 12,250 gp 13,000 gp 13,500 gp 14,000 gp 15,000 gp 15,000 gp 15,000 gp 16,000 gp 16,650 gp 18,000 gp 18,000 gp 19,000 gp PRICE
30,000 GP CL 9th
WEIGHT 5 lbs.
This bronze rod is capped with a hollow head formed by sweeping aquiline wings shielding a continual flame. A liberator’s rod can be used as a +1 merciful light mace, but while its merciful property is suppressed by the wielder so is the continual flame. On command, the wielder of a liberator’s rod may touch a creature that has failed a save against a charm, compulsion, or possession effect. Doing so grants that creature a new saving throw to end the effect. If this new save fails, the effect remains and the rod’s touch cannot further affect it. Once per day on command, the wielder can use break enchantment, as the spell. CONSTRUCTION REQUIREMENTS
COST 15,000 GP
Craft Magic Arms and Armor, Craft Rod, break enchantment, cast out (Advanced Player’s Guide), continual flame
ROD OF ABSORPTION AURA strong abjuration
PRICE
50,000 GP CL 15th
WEIGHT 5 lbs.
d%
LESSER MAJOR ROD
01–04 05–06 07–13 14–27 28–36 37–44 45–50 51–56 57–63 64–70 71–79 80–83 84–94 95–100
Suzerain scepter Fiery nimbus rod Rod of enemy detection Metamagic (+1 spell level), greater Rod of splendor Rod of withering Earthbind rod Rod of the aboleth Liberator’s rod Metamagic (+2 spell level), normal Rod of thunder and lightning Metamagic, quicken, minor Rod of negation Rod of steadfast resolve
d%
GREATER MAJOR ROD
01–08 09–11 12–26 27–28 29–30 31–32 33–34 35–37 38–57 58 59–68 69–70 71–75 76–95 96–100
Rod of absorption Rod of flailing Metamagic (+3 spell level), normal Rod of rulership Rod of security Rod of shadows Rod of mind mastery Rod of lordly might Metamagic (+2 spell level), greater Scepter of heaven Metamagic, quicken, normal Rod of dwarven might Rod of alertness Metamagic (+3 spell level), greater Metamagic, quicken, greater
PRICE
20,000 gp 22,305 gp 23,500 gp 24,500 gp 25,000 gp 25,000 gp 26,500 gp 29,000 gp 30,000 gp 32,500 gp 33,000 gp 35,000 gp 37,000 gp 38,305 gp
RODS STAVES
PRICE
50,000 gp 50,000 gp 54,000 gp 60,000 gp 61,000 gp 64,305 gp 67,000 gp 70,000 gp 73,000 gp 74,000 gp 75,500 gp 80,000 gp 85,000 gp 121,500 gp 170,000 gp
This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder’s hand when she casts the spell. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know. A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it
179
UlTimaTe eqUipmeNT Table 4–3: Metamagic Rods (+1 Spell Level) d%
METAMAGIC ROD TYPE
01–04 05–09 10–14 15–19 20–31 32–43 44–48 49–53 54–58 59–63 64–68 69–73 74–78 79–83 84–95 96–100
Bouncing Spell Disruptive Spell Ectoplasmic Spell Elemental Spell Enlarge Spell Extend Spell Flaring Spell Focused Spell Intensified Spell Lingering Spell Piercing Spell Reach Spell Rime Spell Selective Spell Silent Spell Toppling Spell
CONSTRUCTION REQUIREMENTS
Table 4–4: Metamagic Rods (+2 Spell Level) d%
METAMAGIC ROD TYPE
01–11 12–22 23–40 41–51 52–62 63–75 76–88 89–100
Burning Spell Concussive Spell Empower Spell Persistent Spell Sickening Spell Thanatopic Spell Threnodic Spell Thundering Spell
AURA faint abjuration and transmutation
d%
METAMAGIC ROD TYPE
01–20 21–40 41–70 71–100
Dazing Spell Echoing Spell Maximize Spell Widen Spell
might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy. To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71–100, half the levels already absorbed by the rod are still stored within. CONSTRUCTION REQUIREMENTS
COST 25,000 GP
Craft Rod, spell turning
ROD OF ALERTNESS
180
COST 42,500 GP
Craft Rod, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibility
ROD OF BALANCE
Table 4–5: Metamagic Rods (+3 Spell Level)
AURA moderate varies
If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the rod senses any creatures within 120 feet that intend to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of any unfriendly creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.
PRICE
85,000 GP CL 11th
WEIGHT 4 lbs.
This rod is indistinguishable from a +1 light mace. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, it enables the wielder to use detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.
PRICE
15,000 GP CL 5th
WEIGHT 5 lbs.
This short, slender rod appears to be crafted from solid iron, though it is incredibly light. In this shortened form, the rod has no powers. However, when the wielder pushes a small button on one end of the rod (a move action), the rod springs open to a 5-foot length, and its powers become available for use. Once extended, the rod possesses several powers that add to the wielder’s acrobatic abilities. The wielder of the rod receives a +10 competence bonus on all Acrobatics checks involving long jumps and high jumps; additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check. The individual holding the rod also gain a +4 dodge bonus to AC when fighting defensively instead of the usual +2 bonus. Also, while using this item, the user of the rod cannot be knocked prone, and takes only half damage from falling. CONSTRUCTION REQUIREMENTS
COST 7,500 GP
Craft Rod, cat’s grace, feather fall, jump
ROD OF BEGUILING AURA faint abjuration
PRICE
18,000 GP CL 5th
WEIGHT 5 lbs.
This eye-catching rod is bedecked with glittering spangles. The wielder gains a +5 competence bonus on Bluff and Sleight of Hand checks, as well as on opposed Charisma checks to give commands to charmed creatures. A rod of beguiling allows a bard’s fascinate, suggestion, and mass suggestion bardic performance to take effect as if she were 5 levels higher, and grants a +5 bonus on a bard’s Perform checks when using distraction. CONSTRUCTION REQUIREMENTS
Craft Rod, hypnosis
COST 9,000 GP
RINGS, RODS, AND STAVES RINGS
ROD OF CANCELLATION AURA strong abjuration
CL 17th
PRICE
11,000 GP
ROD OF ESCAPE
WEIGHT 5 lbs.
AURA faint evocation
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a successful DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod becomes brittle and cannot be used again. Drained items are only restorable by a wish or miracle spell. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them. CONSTRUCTION REQUIREMENTS
PRICE
80,000 GP CL 19th
WEIGHT 10 lbs.
This dwarven version of the more famous rod of lordly might has no spell-like powers; however, when wielded by a dwarf, it increases all AC, attack roll, CMD, CMB, and saving throw bonuses from a dwarf’s racial traits by +1. The rod shares the mundane powers of a rod of lordly might, but its magical weapon forms are tailored to dwarven preferences. • In its normal form, the rod can be used as a +1 returning light hammer. • When button 1 is pushed, the rod becomes a +3 dwarven longhammer. • When button 2 is pushed, the rod becomes a +4 dwarven waraxe. • When button 3 is pushed, the rod becomes a +2 light crossbow or +2 heavy crossbow. CONSTRUCTION REQUIREMENTS
COST 40,000 GP
Craft Magic Arms and Armor, Craft Rod, bull’s strength
ROD OF ENEMY DETECTION
23,500 GP
AURA moderate divination
WEIGHT 5 lbs.
,telekinesis, creator must be a dwarf
CL 10th
PRICE
This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. The detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used to pinpoint enemies three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action. CONSTRUCTION REQUIREMENTS
CL 5th
CONSTRUCTION REQUIREMENTS
RODS
WEIGHT 5 lbs.
Wrought from cold iron, this rod allows its wielder to escape from even the tightest of bonds or grasps. If an opponent grapples the wielder of this rod, the ends of the rod extend, flailing about in an attempt to free the user. The rod’s wielder gains a +5 bonus to CMD when attempting to evade or break out of a grapple; additionally, the holder cannot be pinned while wielding the rod. The rod’s wielder gains a +5 competence bonus on Escape Artist checks when restrained by nonmagical and inanimate means, such as ropes or manacles. The rod’s owner does not need to be holding the rod to gains this bonus; it must merely be on the owner’s person.
STAVES
COST 7,500 GP
Craft Rod, bull’s strength, cat’s grace, shatter
ROD OF FLAILING
ROD OF DWARVEN MIGHT
Craft Rod, true seeing
15,000 GP
COST 5,500 GP
Craft Rod, mage’s disjunction
AURA strong transmutation
PRICE
COST 11,750 GP
AURA moderate enchantment
PRICE
50,000 GP CL 9th
WEIGHT 5 lbs.
Upon the command of its possessor, this rod activates, changing from a normal-seeming rod to a +3/+3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty (as if she had the TwoWeapon Fighting feat). Once per day, the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to AC and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming a rod of flailing into a weapon or back into a rod is a move action. CONSTRUCTION REQUIREMENTS
COST 25,000 GP
Craft Magic Arms and Armor, Craft Rod, bless
ROD OF FLAME EXTINGUISHING AURA strong transmutation
CL 12th
PRICE
15,000 WEIGHT 5 lbs.
This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod’s charges. Extinguishing a Large or larger nonmagical fire or a magic fire of size Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those generated by a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a readied action, effectively countering the entire spell. When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.
181
UlTimaTe eqUipmeNT If a rod of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the rod deals 6d6 points of damage to the creature. This use requires 3 charges. A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period. CONSTRUCTION REQUIREMENTS
COST 7,500 GP
Craft Rod, pyrotechnics
ROD OF ICE AURA moderate evocation
PRICE
8,500 GP CL 9th
WEIGHT 3 lbs.
This rod looks like a long sliver of ice and is cold to the touch, but deals no cold damage to its wielder. The wearer can use the rod to make a melee touch attack that deals 1d4 points of cold damage to any creature struck. Also, once per day on command, the wielder can touch the rod to the ground to create a 30-foot cone of ice that encrusts the earth, affecting the area as per the spell grease. CONSTRUCTION REQUIREMENTS
COST 4,250 GP
Craft Rod, cone of cold
ROD OF LORDLY MIGHT AURA strong varies
PRICE
70,000 GP CL 19th
WEIGHT 10 lbs.
becoming the sword’s hilt. The weapon stretches to an overall length of 4 feet. • When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth from the ball, and the whole weapon lengthens to 4 feet. • When button 3 is pushed, the rod becomes a +3 shortspear or a +3 longspear. A spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice) for an overall length ranging from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance. The following other functions of the rod also have no limit on the number of times they can be employed. • When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the climbing pole by pushing button 5. • The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12. • When button 6 is pushed, the rod indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it. CONSTRUCTION REQUIREMENTS
182
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. In addition, it has several more mundane uses. The rod of lordly might is metal and thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. Pushing any of the rod’s buttons is an action equivalent to drawing a weapon, and the rod weighs 10 pounds. The following spell-like functions of the rod can each be used once per day. • Use hold person upon a touched creature, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power (a free action) and then succeed at a melee touch attack to activate the power. If the attack fails, the effect is lost. • Use Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action. • Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of the same amount of damage. The wielder must choose to use this power before attacking, as with hold person. The following functions of the rod have no limit on the number of times they can be employed. • In its normal form, the rod can be used as a +2 light mace. • When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself
COST 35,000 GP
Craft Magic Arms and Armor, Craft Rod, bull’s strength, fear, flame blade, hold person, inflict light wounds
ROD OF METAL AND MINERAL DETECTION
10,500 GP
AURA moderate divination
WEIGHT 5 lbs.
CL 9th
PRICE
This rod is valued by treasure hunters and miners alike, for it pulses and hums in the wielder’s hand in the proximity of metal. As the wearer aims the rod, the pulsations grow more noticeable as it points to the largest mass of metal within 30 feet. However, the wielder can also concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action. CONSTRUCTION REQUIREMENTS
COST 5,250 GP
Craft Rod, locate object
ROD OF MIND MASTERY AURA moderate abjuration and divination
PRICE
67,000 GP CL 7th
WEIGHT 5 lbs.
This rod is a simple, unadorned piece of clear crystal that has been magically hardened. The wielder of the rod is under a constant nondetection effect, as the spell. Furthermore, the rod has the following powers.
RINGS, RODS, AND STAVES RINGS • Three times per day on command, the user of the rod can use it to detect thoughts as the spell. • Once per day as an immediate action, the wielder may determine whether someone is lying to her, as the discern lies spell. CONSTRUCTION REQUIREMENTS
COST 33,500 GP
Craft Rod, detect thoughts, discern lies, nondetection
ROD OF NEGATION AURA strong varies
must take up no more than a 5-foot-by-5-foot area, gains the broken condition. CONSTRUCTION REQUIREMENTS
COST 8,000 GP
Craft Rod, disintegrate
ROD OF RULERSHIP AURA strong enchantment
RODS STAVES
PRICE
60,000 GP CL 20th
WEIGHT 8 lbs.
PRICE
37,000 GP CL 15th
WEIGHT 5 lbs.
This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod’s wielder needs to have a readied action. The dispel check uses the rod’s caster level (15th). The target item gets no saving throw, although the rod can’t negate artifacts (even minor artifacts). A rod of negation can function three times per day. CONSTRUCTION REQUIREMENTS
COST 18,500 GP
Craft Rod, dispel magic, limited wish or miracle
This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before it crumbles to dust. This duration need not be continuous. CONSTRUCTION REQUIREMENTS
COST 32,500 GP
Craft Rod, mass charm monster
ROD OF NETTLES AURA moderate transmutation
PRICE
18,000 GP CL 8th
WEIGHT 5 lbs.
This wooden rod is engraved with serrated-edged leaves of stinging nettles. This rod acts as a +1 light mace that deals no damage. Instead, the rod’s venomous touch (melee touch attack) deals 1d3 points of Dexterity damage and causes the target to become sickened for 1d6 rounds (DC 14 Fortitude negates the sickened effect and halves the Dexterity damage); on a critical hit, no saving throw is allowed. Once per day on command, the wielder may touch the rod of nettles to ordinary vegetation, causing a 20-foot cube to become tangled with nettle-choked overgrowth as the overgrowth ability of the plant growth spell. Furthermore, creatures entering or within this area are affected as if touched by the rod, though creatures with a natural armor bonus of +3 or greater are immune to this effect. A creature that saves is unaffected by the area’s poison for 24 hours. CONSTRUCTION REQUIREMENTS
COST 9,000 GP
Craft Rod, plant growth, poison
ROD OF RUIN AURA moderate transmutation
PRICE
16,000 GP CL 7th
WEIGHT 5 lbs.
This magical item appears to be an old and decaying scepter, with empty sockets for gemstones and rusted iron bands holding its rotting wooden shaft together. Three times per day on command, when the wielder touches the rod to a nonmagical, inanimate object, that object decays, cracks, and withers. The object, which can be no larger than a door or
ROD OF SECURITY AURA strong conjuration
PRICE
61,000 GP CL 20th
WEIGHT 5 lbs.
This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time—up to 200 days divided by the number of creatures affected. All fractions are rounded down. In this pocket paradise, creatures don’t age, and natural healing takes place at twice the normal rate. Fresh water and food (fruits and vegetables only) are abundant. The climate is comfortable for all creatures present. Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If an unwilling creature succeeds at its save, other creatures beyond that point in a chain can still be affected by the rod. When the rod’s effect expires, is dismissed, or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week. CONSTRUCTION REQUIREMENTS
Craft Rod, gate
COST 30,500 GP
183
UlTimaTe eqUipmeNT ROD OF SHADOWS
PRICE
64,305 GP
AURA moderate abjuration
CL 8th
WEIGHT 5 lbs.
This ebon rod is so dark it seems to absorb the light around it. The rod functions as a +2 light mace, and allows its wielder to see in darkness as if she had the see in darkness ability (Bestiary 2 301). Three times per day, the wielder can use it to create a deeper darkness effect (caster level 8th). To use this ability, the rod’s wielder must touch the target object, which is a standard action that provokes attacks of opportunity. CONSTRUCTION REQUIREMENTS
COST 32,305 GP
Craft Rod, deeper darkness, true seeing
ROD OF SPLENDOR AURA strong conjuration and transmutation
PRICE
25,000 GP CL 12th
WEIGHT 5 lbs.
The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, and adorns her with furs and jewels. Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. The value of the noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 � 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewels (maximum of 20 gems; maximum value 200 gp each). In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear. CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Craft Rod, eagle’s splendor, fabricate, major creation
ROD OF STEADFAST RESOLVE AURA moderate abjuration
184
PRICE
38,305 GP CL 9th
WEIGHT 5 lbs.
This rod functions as a +2 light mace. It takes the form of a light mace with a head in the shape of a clenched fist. While a character wields this rod, it grants all his allies within a 20-footradius burst a +2 morale bonus on saving throws against fear and emotion effects, or a +4 morale bonus on such saves if the ally has the human subtype. Also, once per day as an immediate action, the wielder can activate the rod to allow himself or a single ally within the rod’s aura to reroll a failed saving throw against a spell or effect with the fear or emotion descriptor. The affected creature must take the result of the reroll, even if it is worse.
CONSTRUCTION REQUIREMENTS
COST 19,305 GP
Craft Rod, bless, calm emotion, creator must have the human subtype
ROD OF THE ABOLETH AURA moderate transmutation
PRICE
29,000 GP CL 7th
WEIGHT 5 lbs.
The rod of the aboleth acts as a +1 corrosive light mace. One end of the rod has three eye-shaped rubies imbedded in it, while the other end comes to a sharp point. When exposed to moisture, the surface of the rod takes on a slimy sheen that doesn’t affect the wielder’s grip. This rod has the following powers. • Once per day as a free action, when the rod hits a living creature, the target must succeed at a DC 18 Fortitude saving throw or take 1d4 points of Constitution damage.
• Once per day as a free action, when the rod hits a living creature, the creature must succeed at a DC 13 Will saving throw or be affected as though targeted with an aboleth’s lung spell (Advanced Race Guide). • On command for 1 minute per day, the wielder may gain a swim speed of 60 feet for 1 minute. This time need not be continuous, and can be spent in 1-round increments. CONSTRUCTION REQUIREMENTS
COST 14,500 GP
Craft Rod, aboleth’s lung, acid arrow, touch of the sea (Advanced Player’s Guide)
ROD OF THE PYTHON AURA moderate transmutation
PRICE
13,000 GP CL 10th
WEIGHT 10 lbs.
Unlike with most rods, one end of this rod curls and twists back on itself in a crook—the tip of this crook sometimes looks like the head of a snake. The rod itself is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attack and damage rolls possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for 3 days. A rod of the python only functions if the possessor is good. CONSTRUCTION REQUIREMENTS
COST 6,500 GP
Craft Magic Arms and Armor, Craft Rod, baleful polymorph, creator must be good
ROD OF THE VIPER AURA moderate necromancy
PRICE
19,000 GP CL 10th
WEIGHT 5 lbs.
This rod strikes as a +2 heavy mace. Once per day, upon the wielder’s command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons
RINGS, RODS, AND STAVES RINGS the creature hit. This poison deals 1d3 points of Constitution damage per round for 6 rounds. Poisoned creatures can make a DC 16 Fortitude save each round to negate the damage and end the affliction. Multiple hits extend the duration by 3 rounds and increase the DC by 2 for each hit. The rod only functions if its possessor is evil.
CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Craft Rod, lightning bolt, shout
COST 9,500 GP
Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil
ROD OF THE WAYANG AURA moderate evocation
PRICE
12,000 GP CL 8th
WEIGHT 5 lbs.
This rod is lacquered jet black, covered with bright white runes, and capped with a crown of jagged smoky quartz. When the rod’s wielder casts a spell of the shadow subschool, she increases the DC of that spell’s saving throw by 1. Furthermore, once per day on command, the wielder can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute unless dismissed as a free action. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Rod, greater shadow conjuration, greater shadow evocation
ROD OF THUNDER AND LIGHTNING
33,000 GP
AURA moderate evocation
WEIGHT 5 lbs.
CL 9th
feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.
STAVES
COST 16,500 GP
ROD OF THUNDEROUS FORCE AURA moderate evocation
RODS
CL 9th
PRICE
5,400 GP WEIGHT 5 lbs.
This mahogany rod is etched with the image of whirling storm clouds. Once per day on command, the wielder can slam the rod against the ground, releasing a concussive wave of sonic and force energy. This creates a 20-foot radius burst centered on the wielder. While it causes no damage, those within the burst must succeed at a DC 19 Fortitude save or fall prone and be deafened for 1d4 rounds. The wielder is unaffected by this blast. This effect is a force and sonic effect. CONSTRUCTION REQUIREMENTS
COST 2,700 GP
Craft Rod, blindness/deafness, wall of force
ROD OF WITHERING AURA strong necromancy
PRICE
25,000 GP CL 13th
WEIGHT 5 lbs.
PRICE
Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows. • Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod fails to score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round. • Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt dealing 9d6 points of electricity damage (Reflex DC 16 half) to a range of 200 feet. • Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round. • Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds). • Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap power with a lightning bolt, as in the lightning stroke power. The thunderclap affects all creatures within 10
A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save. CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Craft Magic Arms and Armor, Craft Rod, contagion
ROD OF WONDER AURA moderate enchantment
PRICE
12,000 GP CL 10th
WEIGHT 5 lbs.
A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following. d%
WONDROUS EFFECT
01–05 Target affected by slow for 10 rounds (Will DC 15 negates). 06–10 Faerie fire surrounds the target. 11–15 Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
185
UlTimaTe eqUipmeNT d%
WONDROUS EFFECT
16–20 Gust of wind, but at windstorm force (Fortitude DC 14 negates). 21–25 Wielder learns the target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save). 26–30 Stinking cloud appears at 30-foot range (Fortitude DC 15 negates). 31–33 Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder. 34–36 Summons an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100). 37–46 Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half). 47–49 A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 feet (Reflex DC 14 negates). 50–53 Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates). 54–58 Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod. 59–62 Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size. 63–65 Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal. 66–69 Reduce wielder two size categories (no save) for 1 day. 70–79 Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half). 80–84 Invisibility covers the rod’s wielder. 85–87 Leaves grow from the target if within 60 feet of the rod. These last 24 hours. 88–90 10–40 gems, value 1 gp each, shoot forth in a 30-foot-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets. 91–95 Shimmering colors dance and play over a 40-footby-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). 96–97 Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save). 98–100 Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates). CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Rod, confusion, creator must be chaotic
SAPLING ROD AURA moderate conjuration and transmutation
186
CONSTRUCTION REQUIREMENTS
SCEPTER OF HEAVEN AURA moderate evocation
PRICE
74,000 GP CL 10th
WEIGHT 3 lbs.
This ornate scepter of bronze and mithral has a flanged head like a golden-white sunburst. A scepter of heaven acts as a +1 evil outsider bane morningstar. The scepter has the following powers when wielded by a good-aligned creature. • The wielder of a scepter of heaven gains a +2 sacred bonus on caster level checks made to dispel magic against spells with the evil descriptor or effects created by evil outsiders. • The wielder can use the scepter to use bless weapon on command and at will as the spell. • Once per day on command, the wielder can shoot a spear of purity (Ultimate Magic) from the scepter. If the wielder of a scepter of heaven wears a crown of heaven, the scepter’s caster level increases to 15th (increasing its aura to strong) and, when used as a weapon, it gains the holy property. A good-aligned wielder may also use holy smite, holy sword, and holy word, as the spells, once per day each. A scepter of heaven is of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the rod is in hand and disappears when the rod is no longer held. This negative level cannot be overcome in any way (including restoration spells) while the rod is being held. CONSTRUCTION REQUIREMENTS
COST 37,000 GP
Craft Magic Arms and Armor, Craft Rod, bless weapon, dispel evil, holy smite, holy sword, holy word, spear of purity, creator must be good
SUZERAIN SCEPTER
WEIGHT 5 lbs.
AURA moderate enchantment
This rod appears to be the limbless trunk and branching roots of a miniature tree. It grants its wielder a +5 competence bonus on Survival checks to get along in the wild and to keep from getting lost. Additionally, the wielder and any allies within a
COST 8,325 GP
Craft Rod, cure moderate wounds, grove of respite (Advanced Player’s Guide), lesser restoration
16,650 GP
PRICE
CL 9th
20-foot radius of the wielder gain the benefits of the ranger’s woodland stride class feature. If thrust into any natural ground or earth and allowed to stand for 1 hour, the rod grows and blooms into a large tree bearing edible fruit. A sapling rod produces 2d4 pieces of fruit. A creature that consumes an entire piece of fruit gains the benefits of either a cure moderate wounds or lesser restoration spell (recipient’s choice). Consuming a piece of fruit from a sapling rod is a full-round action that provokes attacks of opportunity, and no single creature can benefit from more than two piece of fruit from a single blooming. A sapling rod can bloom once per week and after doing so reverts to its original state after all the fruit is picked, or after 24 hours, whichever comes first. Fruit harvested from the tree lasts for 24 hours before shriveling into useless husks.
PRICE
20,000 GP CL 7th
WEIGHT 5 lbs.
This ornately bejeweled baton confers the mark of rightful rulership on its bearer. The wielder of this scepter gains a +5 competence bonus on Knowledge (nobility) and Diplomacy checks. Furthermore, once per day, and on command, the
RINGS, RODS, AND STAVES RINGS wielder can affect up to seven living creatures with good hope, as the spell. If the wielder of a suzerain scepter has the Leadership feat, she may attract double the normal number of followers for her Leadership score; however, if the rod is out of the wielder’s possession for more than 1 week these extra followers leave. In addition, a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter’s bless effect), that bonus increases by 1. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Rod, Leadership, bless, good hope, greater command, the creator must have the Leadership feat
TRAP-STEALER’S ROD AURA strong transmutation
PRICE
13,500 GP CL 15th
WEIGHT 5 lbs.
This sturdy iron rod is forged with pronounced angles to allow for strong gripping, inscribed with images and sayings of trickster figures from myths and common folklore. Hooked at one end, a trap-stealer’s rod functions as an exceptional crowbar, granting the user a +4 circumstance bonus on Strength checks made to force open a door or chest when using it to do such. In addition, on command, the wielder can transform the rod into a magical set of thieves’ tools. Using these grants a +4 competence bonus on Disable Device checks. The wielder can transform these tools into the rod again with a command. Lastly, if the rod’s bearer successfully disables a trap with the thieves’ tools and beats the DC to disable the trap by 5 or more, he can magically steal the disabled trap. A stolen trap disappears from the surrounding area, siphoned into extradimensional space that is connected to the rod. Terrain around the trap reworks itself as if the trap never had existed, though doorways and portals that supported a trap remain unaffected. At any time during the next 24 hours, the rod’s wielder can place the stored trap in a new location where it operates as normal. The new location must be able to support the trap’s placement; for example a stolen pit trap could be taken from a dungeon floor and replaced on a dirt road, but not upon the surface of a river or lake, and the effectiveness of the placement is subject to GM discretion. Placing a stolen trap into a location that does not support it wastes the effect and magically transports the trap back to its original location. Whether successfully placed into a new location or not, a stolen trap returns to its original location after 24 hours. This ability functions once per day. CONSTRUCTION REQUIREMENTS
COST 6,750 GP
Craft Rod, create pit, knock, plane shift
METAMAGIC RODS Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells
(but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specif ied number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). LESSER AND GREATER METAMAGIC RODS: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
BOUNCING METAMAGIC ROD Lesser bouncing metamagic rod Bouncing metamagic rod Greater bouncing metamagic rod AURA strong (no school)
CL 17th
RODS STAVES
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser bouncing metamagic rod 1,500 GP Bouncing metamagic rod 5,500 GP Greater bouncing metamagic rod 12,250 GP Craft Rod, Bouncing Spell PRICE
BURNING METAMAGIC ROD Lesser burning metamagic rod Burning metamagic rod Greater burning metamagic rod AURA strong (no school)
VARIES
CL 17th
9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that deal extra acid or fire damage as though using the Burning Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser burning metamagic rod 4,500 GP 16,250 GP Burning metamagic rod Greater burning metamagic rod 36,500 GP Craft Rod, Burning Spell
187
UlTimaTe eqUipmeNT CONCUSSIVE METAMAGIC ROD Lesser concussive metamagic rod Concussive metamagic rod Greater concussive metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
Up to three times per day the wielder can cast a spell with the sonic descriptor that causes those who take damage from that spell to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell cast as though using the Concussive Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS
COST varies
Lesser concussive metamagic rod Concussive metamagic rod Greater concussive metamagic rod Craft Rod, Concussive Spell
4,500 GP 16,250 GP 36,500 GP
PRICE
DAZING METAMAGIC ROD Lesser dazing metamagic rod Dazing metamagic rod Greater dazing metamagic rod AURA strong (no school)
VARIES
CL 17th
14,000 GP 54,000 GP 121,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser dazing metamagic rod 7,000 GP Dazing metamagic rod 27,000 GP Greater dazing metamagic rod 60,750 GP Craft Rod, Dazing Spell
DISRUPTIVE METAMAGIC ROD Lesser disruptive metamagic rod Disruptive metamagic rod Greater disruptive metamagic rod AURA strong (no school) CL 17th
188
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser disruptive metamagic rod 1,500 GP Dazing disruptive rod 5,500 GP Greater disruptive metamagic rod 12,250 GP Craft Rod, Disruptive Spell
PRICE
ECHOING METAMAGIC ROD Lesser echoing metamagic rod Echoing metamagic rod Greater echoing metamagic rod AURA strong (no school)
VARIES
CL 17th
14,000 GP 54,000 GP 121,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that can be cast an additional time that day as if using the Echoing Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser echoing metamagic rod 7,000 GP 27,000 GP Echoing metamagic rod Greater echoing metamagic rod 60,750 GP Craft Rod, Echoing Spell PRICE
ECTOPLASMIC METAMAGIC ROD
VARIES
Lesser ectoplasmic metamagic rod Ectoplasmic metamagic rod Greater ectoplasmic metamagic rod AURA strong (no school) CL 17th
3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that have full effect against incorporeal creatures, as though she were using the Ectoplasmic Spell feat (Advanced Player’s Guide 158). CONSTRUCTION REQUIREMENTS COST varies Lesser ectoplasmic metamagic rod 1,500 GP 5,500 GP Ectoplasmic metamagic rod Greater ectoplasmic metamagic rod 12,250 GP Craft Rod, Ectoplasmic Spell
ELEMENTAL METAMAGIC ROD Lesser elemental metamagic rod Elemental metamagic rod Greater elemental metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat (Advanced Player’s Guide). For example, an elemental metamagic rod (cold) always makes spells deal cold damage. CONSTRUCTION REQUIREMENTS COST varies Lesser elemental metamagic rod 1,500 GP Elemental metamagic rod 5,500 GP Greater elemental metamagic rod 12,250 GP Craft Rod, Elemental Spell
EMPOWER METAMAGIC ROD Lesser empower metamagic rod Empower metamagic rod Greater empower metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
RINGS, RODS, AND STAVES RINGS The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat. CONSTRUCTION REQUIREMENTS COST varies Lesser empower metamagic rod 4,500 GP 16,250 GP Empower metamagic rod Greater empower metamagic rod 36,500 GP Craft Rod, Empower Spell
ENLARGE METAMAGIC ROD Lesser enlarge metamagic rod Enlarge metamagic rod Greater enlarge metamagic rod AURA strong (no school)
CL 17th
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
FOCUSED METAMAGIC ROD Lesser focused metamagic rod Focused metamagic rod Greater focused metamagic rod AURA strong (no school)
CL 17th
PRICE
EXTEND METAMAGIC ROD Lesser extend metamagic rod Extend metamagic rod Greater extend metamagic rod AURA strong (no school)
VARIES
CL 17th
3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. CONSTRUCTION REQUIREMENTS COST varies Lesser extend metamagic rod 1,500 GP 5,500 GP Extend metamagic rod Greater extend metamagic rod 12,250 GP Craft Rod, Extend Spell PRICE
FLARING METAMAGIC ROD Lesser flaring metamagic rod Flaring metamagic rod Greater flaring metamagic rod AURA strong (no school)
VARIES
CL 17th
3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day with the electricity, fire, or light descriptor that dazzle creatures that take damage from that spell for a number of rounds equal to the actual level of that spell as though using the Flaring Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser flaring metamagic rod 1,500 GP 5,500 GP Flaring metamagic rod Greater flaring metamagic rod 12,500 GP Craft Rod, Flaring Spell
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
RODS STAVES
The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat (Advanced Player’s Guide 160). CONSTRUCTION REQUIREMENTS COST varies Lesser focused metamagic rod 1,500 GP 5,500 GP Focused metamagic rod Greater focused metamagic rod 12,250 GP Craft Rod, Focused Spell
INTENSIFIED METAMAGIC ROD The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat. CONSTRUCTION REQUIREMENTS COST varies Lesser enlarge metamagic rod 1,500 GP 5,500 GP Enlarge metamagic rod Greater enlarge metamagic rod 12,250 GP Craft Rod, Enlarge Spell
PRICE
Lesser intensified metamagic rod Intensified metamagic rod Greater intensified metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser intensified metamagic rod 1,500 GP 5,500 GP Intensified metamagic rod Greater intensified metamagic rod 12,250 GP Craft Rod, Intensified Spell
LINGERING METAMAGIC ROD Lesser lingering metamagic rod Lingering metamagic rod Greater lingering metamagic rod AURA strong (no school)
CL 17th
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser lingering metamagic rod 1,500 GP 5,500 GP Lingering metamagic rod Greater lingering metamagic rod 12,250 GP Craft Rod, Lingering Spell
MAXIMIZE METAMAGIC ROD Lesser maximize metamagic rod Maximize metamagic rod Greater maximize metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 14,000 GP 54,000 GP 121,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
189
UlTimaTe eqUipmeNT CONSTRUCTION REQUIREMENTS
COST varies
Lesser maximize metamagic rod Maximize metamagic rod Greater maximize metamagic rod Craft Rod, Maximize Spell
7,000 GP 27,000 GP 60,750 GP
MERCIFUL METAMAGIC ROD Lesser merciful metamagic rod Merciful metamagic rod Greater merciful metamagic rod AURA strong (no school)
CL 17th
PRICE
VARIES 1,500 GP 5,500 GP 12,250 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser merciful metamagic rod 750 GP 2,750 GP Merciful metamagic rod Greater merciful metamagic rod 6,125 GP Craft Rod, Merciful Spell
PERSISTENT METAMAGIC ROD Lesser persistent metamagic rod Persistent metamagic rod Greater persistent metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day as though using the Persistent Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser persistent metamagic rod 4,500 GP 16,250 GP Persistent metamagic rod Greater persistent metamagic rod 36,500 GP Craft Rod, Persistent Spell
PIERCING METAMAGIC ROD Lesser piercing metamagic rod Piercing metamagic rod Greater piercing metamagic rod AURA strong (no school)
24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser piercing metamagic rod 1,500 GP 5,500 GP Piercing metamagic rod Greater piercing metamagic rod 12,250 GP Craft Rod, Piercing Spell PRICE
QUICKEN METAMAGIC ROD Lesser quicken metamagic rod Quicken metamagic rod Greater quicken metamagic rod AURA strong (no school)
190
VARIES
CL 17th
PRICE
REACH METAMAGIC ROD Lesser reach metamagic rod Reach metamagic rod Greater reach metamagic rod AURA strong (no school)
VARIES
CL 17th
3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day with a onestep increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser reach metamagic rod 1,500 GP 5,500 GP Reach metamagic rod Greater reach metamagic rod 12,250 GP Craft Rod, Reach Spell PRICE
RIME METAMAGIC ROD Lesser rime metamagic rod Rime metamagic rod Greater rime metamagic rod AURA strong (no school)
VARIES
CL 17th
3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
PRICE
VARIES 3,000 GP 11,000 GP
CL 17th
The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. CONSTRUCTION REQUIREMENTS COST varies Lesser quicken metamagic rod 17,500 GP 37,750 GP Quicken metamagic rod Greater quicken metamagic rod 85,000 GP Craft Rod, Quicken Spell
35,000 GP 75,500 GP 170,000 GP WEIGHT 5 lbs.
The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell’s actual level as though using the Rime Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser rime metamagic rod 1,500 GP 5,500 GP Rime metamagic rod Greater rime metamagic rod 12,250 GP Craft Rod, Rime Spell
SELECTIVE METAMAGIC ROD Lesser selective metamagic rod Selective metamagic rod Greater selective metamagic rod AURA strong (no school)
CL 17th
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day as though using the Selective Spell feat (Advanced Player’s Guide). For each spell, he can select up to four creatures of his choice within the area that are unaffected.
RINGS, RODS, AND STAVES RINGS CONSTRUCTION REQUIREMENTS
COST varies
Lesser selective metamagic rod Selective metamagic rod Greater selective metamagic rod Craft Rod, Selective Spell
1,500 GP 5,500 GP 12,250 GP
SICKENING METAMAGIC ROD Lesser sickening metamagic rod Sickening metamagic rod Greater sickening metamagic rod AURA strong (no school)
CL 17th
Lesser threnodic metamagic rod Threnodic metamagic rod Greater threnodic metamagic rod AURA strong (no school)
CL 17th
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
RODS STAVES
PRICE
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser sickening metamagic rod 4,500 GP 16,250 GP Sickening metamagic rod Greater sickening metamagic rod 36,500 GP Craft Rod, Sickening Spell
The wielder can cast up to three spells per day that are affected as though by the Threnodic Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser threnodic metamagic rod 4,500 GP 16,250 GP Threnodic metamagic rod Greater threnodic metamagic rod 36,500 GP Craft Rod, Threnodic Spell
THUNDERING METAMAGIC ROD Lesser thundering metamagic rod Thundering metamagic rod Greater thundering metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
PRICE
SILENT METAMAGIC ROD Lesser silent metamagic rod Silent metamagic rod Greater silent metamagic rod AURA strong (no school)
THRENODIC METAMAGIC ROD
PRICE
VARIES
CL 17th
3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat. CONSTRUCTION REQUIREMENTS COST varies Lesser silent metamagic rod 1,500 GP 5,500 GP Silent metamagic rod Greater silent metamagic rod 12,250 GP Craft Rod, Silent Spell
THANATOPIC METAMAGIC ROD Lesser thanatopic metamagic rod Thanatopic metamagic rod Greater thanatopic metamagic rod AURA strong (no school) CL 17th
PRICE
VARIES 9,000 GP 32,500 GP 73,000 GP WEIGHT 5 lbs.
The wielder can cast up to three spells per day that are affected as though using the Thanatopic Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser thanatopic metamagic rod 4,500 GP 16,250 GP Thanatopic metamagic rod Greater thanatopic metamagic rod 36,500 GP Craft Rod, Thanatopic Spell
The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS COST varies Lesser thundering metamagic rod 4,500 GP 16,250 GP Thundering metamagic rod Greater thundering metamagic rod 36,500 GP Craft Rod, Thundering Spell
TOPPLING METAMAGIC ROD Lesser toppling metamagic rod Toppling metamagic rod Greater toppling metamagic rod AURA strong (no school)
CL 17th
PRICE
VARIES 3,000 GP 11,000 GP 24,500 GP WEIGHT 5 lbs.
The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST varies Lesser toppling metamagic rod 1,500 GP 5,500 GP Toppling metamagic rod Greater toppling metamagic rod 12,250 GP Craft Rod, Toppling Spell
191
UlTimaTe eqUipmeNT
Staves
192
A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme, and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created, but can be recharged by a spellcaster with the appropriate spells. PHYSICAL DESCRIPTION: A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but an exotic few are bone, metal, or even glass. A staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff also functions as a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24. ACTIVATION: Staves use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. If the spell being cast has a longer casting time than 1 standard action, however, it takes the full casting time to cast the spell from a staff. To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures). SPECIAL QUALITIES: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ’s function, and 31–100 indicates that it has no special qualities. USING STAVES: Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of the staff if it’s higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spells, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming spell resistance. Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power, so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. A staff cannot gain more than one charge per day, and a caster cannot imbue more than one staff per day. A staff can hold spells of any level, and the minimum caster level of a staff is 8th.
ANIMATE STAFF AURA moderate transmutation
PRICE
49,800 GP CL 11th
WEIGHT 5 lbs.
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff allows use of the following spells: • Make whole (1 charge) • Mending (1 charge) • Animate objects (2 charges) In addition, once per day, the staff can become a Medium animated object (Bestiary 14) with the metal special ability. It can remain in this form for up to 10 minutes. If destroyed while in this form, it reverts to being a staff, but it loses all of its charges and this ability cannot be used again until it is fully recharged. CONSTRUCTION REQUIREMENTS
COST 24,900 GP
Craft Staff, animate objects, make whole, mending
CHAOTIC STAFF AURA moderate evocation
PRICE
29,600 GP CL 8th
WEIGHT 5 lbs.
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. The staff allows use of the following spells: • Align weapon (chaos only, 1 charge) • Detect law (1 charge) • Chaos hammer (2 charges) • Magic circle against law (2 charges) CONSTRUCTION REQUIREMENTS
COST 14,800 GP
Craft Staff, align weapon, chaos hammer, detect evil, magic circle against law
DRAGON STAFF AURA strong transmutation
PRICE
81,000 GP CL 13th
WEIGHT 7 lbs.
Made from a large dragon bone, wrapped in scales and topped with the fearsome image of a dragon, this staff radiates power. Each dragon staff is linked to one type of chromatic dragon: black, blue, green, red, or white. All the spells that can be cast using the staff are tied to that choice. If the wielder uses the staff to cast form of the dragon II, she must assume the type linked to the staff. Any energy types chosen by spells from the staff must match the type as well (black and green are linked to acid, blue is linked to electricity, red is linked to fire, and white is linked to cold). The staff allows use of the following spells: • Fly (1 charge) • Protection from energy (1 charge) • Dragon’s breath (2 charges; Advanced Player’s Guide) • Form of the dragon II (4 charges) In addition to these powers, the wielder of the dragon staff also receives a +2 natural armor bonus to her AC and the ability to make a bite attack as a primary natural weapon. This bite deals 1d8 points of damage if the wielder is Medium. These bonuses are a polymorph effect and are
RINGS, RODS, AND STAVES RINGS
Table 4–6: Staves d%
LESSER MEDIUM STAFF
01–10 11–20 21–30 31–44 45–54 55–71 72–85 85–100
Staff of blessed relief Staff of minor arcana Staff of tricks Staff of the scout Staff of eidolons Staff of understanding Staff of accompaniment Staff of charming
7,200 gp 8,000 gp 8,800 gp 9,600 gp 14,400 gp 14,400 gp 14,800 gp 17,600 gp
d%
GREATER MEDIUM STAFF
01–11 12–19 20–29 30–38 39–49 50–60 61–68 69–81 82–92 93–100
Staff of fire Staff of belittling Staff of courage Staff of feast and famine Staff of rigor Staff of swarming insects Staff of authority Staff of radiance Staff of size alteration Staff of Journeys
d%
LESSER MAJOR STAFF
PRICE
01–05 06–09 10–13 14–17 18–21 22–25 26–29 30–33 34–38 39–41 42–44 45–48 49–52 53–56 57–60 61–64 65–68 69–73
Staff of acid Chaotic staff Holy staff Lawful staff Staff of healing Unholy staff Staff of the master Staff of spiders Staff of electricity Heretic’s bane Musical staff Staff of souls Staff of shrieking Staff of toxins Staff of the avenger Staff of aspects Staff of stealth Staff of frost
28,600 gp 29,600 gp 29,600 gp 29,600 gp 29,600 gp 29,600 gp 30,000 gp 30,200 gp 31,900 gp 32,000 gp 32,000 gp 32,800 gp 36,000 gp 34,200 gp 37,310 gp 37,600 gp 39,300 gp 41,400 gp
PRICE
18,950 gp 20,000 gp 20,800 gp 20,800 gp 20,800 gp 22,800 gp 23,000 gp 23,200 gp 26,150 gp 27,200 gp
replaced by those gained from casting form of the dragon II, or other similar spells. CONSTRUCTION REQUIREMENTS
COST 40,500 GP
Craft Staff, alter self, dragon’s breath, fly, form of the dragon II, protection from energy
HERETIC’S BANE AURA moderate enchantment
RODS
PRICE
Staff of bolstering Staff of curses Staff of dark flame Staff of performance Animate staff Staff of revelations
d%
GREATER MAJOR STAFF
01–04 05–06 07–08 09–11 12–13 14–15 16–18 19–21 22–23 24–26 27–30 31–33 34–35 36–38 39–41 42–46 47–51 52–56 57–61 62–66 67–71 72–76 77–81 82–83 84–86 87–88 89–91 92–94 95 96–98 99 100
Staff of illumination Staff of obstacles Staff of heaven and earth Staff of travel Staff of hoarding Staff of cackling wrath Staff of traps Staff of many rays Staff of speaking Staff of mithral might Staff of defense Staff of the planes Staff of hungry shadows Dragon staff Staff of slumber Staff of abjuration Staff of conjuration Staff of divination Staff of enchantment Staff of evocation Staff of illusion Staff of necromancy Staff of transmutation Staff of weather Staff of earth and stone Staff of vision Staff of the woodlands Staff of life Staff of one hundred hands Staff of passage Staff of the hierophant Staff of power
STAVES
PRICE
51,500 gp 52,850 gp 54,000 gp 54,400 gp 55,866 gp 56,700 gp 56,925 gp 57,200 gp 57,200 gp 58,000 gp 62,000 gp 63,960 gp 69,300 gp 81,000 gp 81,766 gp 82,000 gp 82,000 gp 82,000 gp 82,000 gp 82,000 gp 82,000 gp 82,000 gp 82,000 gp 84,066 gp 85,800 gp 86,666 gp 100,400 gp 109,400 gp 180,200 gp 206,900 gp 220,000 gp 235,000 gp
CONSTRUCTION REQUIREMENTS
COST 16,000 GP
Craft Staff, castigate, command, denounce, zone of truth
HOLY STAFF
WEIGHT 5 lbs.
AURA moderate evocation
This sturdy wooden staff is crowned by a holy symbol, surrounded by wicked barbs of metal. The staff allows use of the following spells: • Castigate (1 charge; Advanced Player’s Guide)
41,600 gp 43,500 gp 47,000 gp 48,800 gp 49,800 gp 51,008 gp
• Command (1 charge) • Zone of truth (1 charge) • Denounce (2 charges; Advanced Player’s Guide)
32,000 GP
PRICE
CL 8th
74–77 78–82 83–89 90–93 94–97 98–100
PRICE
29,600 GP CL 8th
WEIGHT 5 lbs.
This staff is made from polished birch, inlaid with ivory, and topped with a pristine white gemstone. The staff allows use of the following spells: • Align weapon (good only, 1 charge)
193
UlTimaTe eqUipmeNT STAFF OF ACCOMPANIMENT
• Detect evil (1 charge) • Holy smite (2 charges) • Magic circle against evil (2 charges) CONSTRUCTION REQUIREMENTS
AURA moderate evocation and transmutation COST 14,800 GP
Craft Staff, align weapon, detect evil, holy smite, magic circle against evil
LAWFUL STAFF AURA moderate evocation
PRICE
29,600 GP CL 8th
WEIGHT 5 lbs.
This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells: • Align weapon (lawful only, 1 charge) • Detect chaos (1 charge) • Magic circle against chaos (2 charges) • Order’s wrath (2 charges) CONSTRUCTION REQUIREMENTS
COST 14,800 GP
Craft Staff, align weapon, detect chaos, magic circle against chaos, order’s wrath
MUSICAL STAFF AURA moderate evocation
PRICE
32,000 GP CL 8th
WEIGHT 5 lbs.
This staff is made from high-quality wood and festooned with brass rods and keys, looking almost like an instrument. The staff allows use of the following spells: • Ghost sound (1 charge) • Piercing shriek (1 charge; Ultimate Magic) • Sculpt sound (2 charges) • Wall of sound (2 charges; Ultimate Magic) In addition, as a swift action, the wielder of the musical staff can cause it to transform into a string or wind instrument. Any Perform skill checks made with the musical staff gain a +5 competence bonus. The staff can still be used to cast spells while it is an instrument, and it can revert back to a staff as a free action. CONSTRUCTION REQUIREMENTS
COST 16,000 GP
Craft Staff, ghost sound, piercing shriek, sculpt sound, wall of sound
STAFF OF ABJURATION AURA strong abjuration
PRICE
82,000 GP CL 13th
WEIGHT 5 lbs.
Usually carved from the heartwood of an ancient oak, ash, sequoia, or other large tree, this staff allows use of the following spells: • Dispel magic (1 charge) • Resist energy (1 charge) • Shield (1 charge) • Dismissal (2 charges) • Lesser globe of invulnerability (2 charges) • Repulsion (3 charges) CONSTRUCTION REQUIREMENTS
194
COST 41,000 GP
Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, repulsion, resist energy, shield
PRICE
14,800 GP CL 8th
WEIGHT 5 lbs.
This staff is adorned with musical notes. When held and used with bardic performance, it accompanies the song with the sounds of wind instruments, granting a +2 competence bonus on Perform checks. The staff allows use of the following spells: • Chord of shards (1 charge; Ultimate Magic) • Saving finale (1 charge; Advanced Player’s Guide) • Allegro (2 charges; Ultimate Magic) CONSTRUCTION REQUIREMENTS
COST 7,400 GP
Craft Staff, allegro, chord of shards, saving finale
STAFF OF ACID AURA moderate conjuration
PRICE
28,600 GP CL 11th
WEIGHT 5 lbs.
This staff is made of a rust-colored metal that has been corroded by acid, with a sickly green gem at its tip. The staff allows use of the following spells: • Corrosive touch (1 charge; Ultimate Magic) • Acid arrow (2 charges) • Acid fog (3 charges) CONSTRUCTION REQUIREMENTS
COST 14,300 GP
Craft Staff, acid arrow, acid fog, corrosive touch
STAFF OF ASPECTS AURA moderate transmutation
PRICE
37,600 GP CL 9th
WEIGHT 5 lbs.
This stout staff is made of ash. Four faces of animals—a bear, a falcon, a stag, and a wolf—are carved at its top. The aspect staff functions as a +1/+1 quarterstaff and allows the use of the following spells: • Aspect of the bear (1 charge; Advanced Player’s Guide) • Aspect of the falcon (1 charge; Advanced Player’s Guide) • Aspect of the stag (2 charges; Advanced Player’s Guide) • Aspect of the wolf (3 charges; Advanced Player’s Guide) CONSTRUCTION REQUIREMENTS
COST 19,100 GP
Craft Magic Arms and Armor, Craft Staff, aspect of the bear, aspect of the falcon, aspect of the stag, aspect of the wolf
STAFF OF AUTHORITY AURA moderate varies
PRICE
23,000 GP CL 8th
WEIGHT 5 lbs.
This stout ironbound staff functions as a +1/+1 quarterstaff. It allows the use of the following spells: • Forced quiet (1 charge; Ultimate Magic) • Interrogation (1 charge; Ultimate Magic) • Oppressive boredom (2 charges; Ultimate Magic) CONSTRUCTION REQUIREMENTS
COST 11,800 GP
Craft Staff, forced quiet, interrogation, oppressive boredom
STAFF OF BELITTLING AURA moderate transmutation
PRICE
20,000 GP CL 8th
WEIGHT 5 lbs.
Someone who carries this blue-and-white staff need never feel small nor weak, as the staff brings everybody and
RINGS, RODS, AND STAVES RINGS everything down to size. This staff allows the use of the following spells: • Reduce person (1 charge) • Reduce animal (2 charges) • Shrink item (2 charges) • Mass reduce person (4 charges) CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Staff, mass reduce person, reduce animal, reduce person, shrink item
STAFF OF BLESSED RELIEF AURA faint conjuration
PRICE
7,200 GP CL 8th
WEIGHT 5 lbs.
This simple wooden staff is given to young clergy when they first set out into the world to spread the charity of their faith. The staff allows use of the following spells: • Create water (1 charge) • Stabilize (1 charge) • Bless (2 charges) CONSTRUCTION REQUIREMENTS
COST 3,600 GP
Craft Staff, bless, create water, stabilize
STAFF OF BOLSTERING AURA moderate transmutation
PRICE
41,600 GP CL 8th
WEIGHT 5 lbs.
The top of this rosewood shaft narrows and then expands again, bound by a number of metal rings. It allows use of the following spells: • Bear’s endurance (1 charge) • Bull’s strength (1 charge) • Cat’s grace (1 charge) • Greater magic weapon (1 charge) CONSTRUCTION REQUIREMENTS
COST 20,800 GP
Craft Staff, bear’s endurance, bull’s strength, cat’s grace, greater magic weapon
STAFF OF CACKLING WRATH
56,700 GP
AURA moderate varies
WEIGHT 5 lbs.
CL 9th
PRICE
STAFF OF CHARMING AURA moderate enchantment
PRICE
17,600 GP CL 8th
Made of twisting wood ornately shaped and carved, this staff allows use of the following spells: • Charm person (1 charge) • Charm monster (2 charges) CONSTRUCTION REQUIREMENTS
COST 8,800 GP
STAFF OF CONJURATION AURA strong conjuration
PRICE
82,000 GP CL 13th
CONSTRUCTION REQUIREMENTS
COST 28,350 GP
WEIGHT 5 lbs.
This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells: • Stinking cloud (1 charge) • Summon swarm (1 charge) • Unseen servant (1 charge) • Cloudkill (2 charges) • Minor creation (2 charges) • Summon monster VI (3 charges) CONSTRUCTION REQUIREMENTS
COST 41,000 GP
Craft Staff, cloudkill, minor creation, stinking cloud, summon monster VI, summon swarm, unseen servant
STAFF OF COURAGE AURA moderate enchantment
PRICE
20,800 GP CL 8th
WEIGHT 5 lbs.
This sturdy-looking hickory staff is capped with a figurine of an angel or other benevolent spirit, wings and arms outstretched as if in welcome. This staff allows use of the following spells: • Bless (1 charge) • Remove fear (1 charge) • Prayer (2 charges) • Remove paralysis (2 charges) CONSTRUCTION REQUIREMENTS
COST 10,400 GP
Craft Staff, bless, prayer, remove fear, remove paralysis
AURA moderate transmutation
Craft Staff, baleful polymorph, bestow curse, blindness/ deafness, charm person, hold person, inflict moderate wounds, vampiric touch
STAVES
Craft Staff, charm monster, charm person
STAFF OF CURSES The thorns embedded in this gnarled length of wood make it rather tricky for the unwary to grasp. It allows use of the following spells: • Blindness/deafness (1 charge) • Charm person (1 charge) • Hold person (1 charge) • Inflict moderate wounds (1 charge) • Baleful polymorph (2 charges) • Bestow curse (2 charges) • Vampiric touch (2 charges)
RODS
WEIGHT 5 lbs.
PRICE
43,500 GP CL 9th
WEIGHT 5 lbs.
This gnarled wooden staff is bedecked with broken charms and burnt fetishes that were once used to ward against bad luck, but now are in shambles. The staff allows use of the following spells: • Blindness/deafness (1 charge) • Ill omen (1 charge; Advanced Player’s Guide) • Baleful polymorph (2 charges) • Bestow curse (2 charges) In addition, the staff of curses is a +1/+1 quarterstaff, and whenever the wielder strikes a creature with the staff, he can expend one charge to cause the creature to become cursed for a number of rounds equal to the number of charges remaining in the staff. While this curse persists, the creature takes a –2 penalty on saving throws from spells cast
195
UlTimaTe eqUipmeNT from the staff and a –2 penalty to AC against any attacks made by the staff. CONSTRUCTION REQUIREMENTS
COST 22,050 GP
Craft Magic Arms and Armor, Craft Staff, baleful polymorph, bestow curse, blindness/deafness, ill omen
STAFF OF DARK FLAME AURA moderate evocation and necromancy
PRICE
47,000 GP CL 8th
WEIGHT 4 lbs.
Made from bleached bones that have been fused together, the head of this staff burns with an unholy fire. This staff can be used as a +1 flaming quarterstaff (only one end of the staff bears magical enhancement), and it retains this property even if all its charges are drained. This staff can cast the following spells: • False life (1 charge) • Ray of enfeeblement (1 charge) • Scorching ray (1 charge) • Fireball (2 charges) • Animate dead (3 charges) CONSTRUCTION REQUIREMENTS
COST 27,133 GP
Craft Magic Arms and Armor, Craft Staff, animate dead, false life, fireball, ray of enfeeblement, scorching ray
STAFF OF DEFENSE AURA strong abjuration
PRICE
62,000 GP CL 15th
WEIGHT 5 lbs.
The staff of defense is a simple-looking polished wooden staff that throbs with power when held defensively. It allows use of the following spells: • Shield (1 charge) • Shield of faith (1 charge) • Shield other (1 charge) • Shield of law (3 charges) CONSTRUCTION REQUIREMENTS
COST 31,000 GP
Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawful
STAFF OF DIVINATION AURA strong divination
PRICE
82,000 GP CL 13th
WEIGHT 5 lbs.
Made from a supple length of willow carefully selected to have a crooked, forked tip, a staff of divination allows use of the following spells: • Detect secret doors (1 charge) • Locate object (1 charge) • Tongues (1 charge) • Locate creature (2 charges) • Prying eyes (2 charges) • True seeing (3 charges) CONSTRUCTION REQUIREMENTS
196
COST 41,000 GP
Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing
STAFF OF EARTH AND STONE
85,800 GP
AURA moderate transmutation
WEIGHT 5 lbs.
CL 11th
PRICE
This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells: • Move earth (1 charge) • Passwall (1 charge) CONSTRUCTION REQUIREMENTS
COST 42,900 GP
Craft Staff, move earth, passwall
STAFF OF EIDOLONS
14,400 GP
AURA moderate conjuration and transmutation CL 8th
WEIGHT 5 lbs.
PRICE
This crooked staff is made of mahogany and decorated with the bones of eidolons that jut out of the wood. It allows the use of the following spells: • Lesser rejuvenate eidolon (1 charge; Advanced Player’s Guide) • Unfetter (1 charge; Advanced Player’s Guide) • Lesser evolution surge (2 charges; Advanced Player’s Guide) CONSTRUCTION REQUIREMENTS
COST 7,200 GP
Craft Staff, lesser evolution surge, lesser rejuvenate eidolon, unfetter
STAFF OF ELECTRICITY AURA moderate evocation
PRICE
31,900 GP CL 11th
WEIGHT 5 lbs.
This staff is made of shining silver, with a tip shaped like a lightning bolt. The staff allows use of the following spells: • Shocking grasp (1 charge) • Lightning bolt (2 charges) • Chain lightning (3 charges) CONSTRUCTION REQUIREMENTS
COST 15,950 GP
Craft Staff, chain lightning, lightning bolt, shocking grasp
STAFF OF ENCHANTMENT AURA strong enchantment
PRICE
82,000 GP CL 13th
WEIGHT 5 lbs.
Often made from applewood and topped with a clear crystal, this staff allows use of the following spells: • Hideous laughter (1 charge) • Sleep (1 charge) • Suggestion (1 charge) • Crushing despair (2 charges) • Mind fog (2 charges) • Mass suggestion (3 charges) CONSTRUCTION REQUIREMENTS
COST 41,000 GP
Craft Staff, crushing despair, hideous laughter, mass suggestion, mind fog, sleep, suggestion
STAFF OF EVOCATION AURA strong evocation
PRICE
82,000 GP CL 13th
WEIGHT 5 lbs.
This smooth staff carved from hickory or yew allows use of the following spells: • Fireball (1 charge) • Magic missile (1 charge)
RINGS, RODS, AND STAVES RINGS • • • •
Shatter (1 charge) Ice storm (2 charges) Wall of force (2 charges) Chain lightning (3 charges)
• Lesser restoration (1 charge) • Remove blindness/deafness (2 charges) • Remove disease (3 charges) CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS
COST 41,000 GP
Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force
STAFF OF FEAST AND FAMINE
20,800 GP
AURA moderate transmutation
WEIGHT 5 lbs.
CL 8th
PRICE
Leaves sprout from this wooden staff, some green and some black. When the wielder uses the staff, he plucks one of the leaves: a green leaf to provide sustenance or a black leaf to cause hunger or thirst. The staff allows the use of the following spells: • Create water (1 charge) • Goodberry (1 charge) • Purify food and drink (1 charge) • Cup of dust (2 charges; Advanced Player’s Guide) • Feast of ashes (2 charges; Advanced Player’s Guide) CONSTRUCTION REQUIREMENTS
COST 10,400 GP
Craft Staff, create water, cup of dust, feast of ashes, goodberry, purify food and drink
STAFF OF FIRE AURA moderate evocation
PRICE
18,950 GP CL 8th
WEIGHT 5 lbs.
Crafted from bronzewood with brass bindings, this staff allows use of the following spells: • Burning hands (1 charge) • Fireball (2 charges) • Wall of fire (3 charges) CONSTRUCTION REQUIREMENTS
COST 9,475 GP
RODS COST 14,800 GP
STAVES
Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease
STAFF OF HEAVEN AND EARTH
54,000 GP
AURA moderate transmutation
WEIGHT 5 lbs.
CL 9th
PRICE
Topped by a swirling cloudy stone and wrapped with black iron filigree, this staff allows use of the following spells: • Gust of wind (1 charge) • Stone shape (1 charge) • Air walk (2 charges) • Control winds (2 charges) • Spike stones (2 charges) CONSTRUCTION REQUIREMENTS
COST 27,000 GP
Craft staff, air walk, control winds, gust of wind, spike stones, stone shape
STAFF OF HOARDING AURA moderate varies
PRICE
55,866 GP CL 11th
WEIGHT 5 lbs.
This gorgeous teak shaft has many gold and silver coins hammered into it. It allows use of the following spells: • Identify (1 charge) • Locate object (1 charge) • Magic aura (1 charge) • Secret chest (2 charges) • Legend lore (3 charges) CONSTRUCTION REQUIREMENTS
COST 30,016 GP
Craft Staff, identify, legend lore, locate object, magic aura, secret chest
Craft Staff, burning hands, fireball, wall of fire
STAFF OF FROST AURA moderate evocation
PRICE
41,400 GP CL 10th
WEIGHT 5 lbs.
Tipped on either end with a glistening diamond, this runecovered staff allows use of the following spells: • Ice storm (1 charge) • Wall of ice (2 charges) • Cone of cold (3 charges) CONSTRUCTION REQUIREMENTS
COST 20,700 GP
Craft Staff, cone of cold, ice storm, wall of ice
STAFF OF HEALING AURA moderate conjuration
PRICE
29,600 GP CL 8th
WEIGHT 5 lbs.
STAFF OF HUNGRY SHADOWS
69,300 GP
AURA strong varies
WEIGHT 5 lbs.
CL 13th
PRICE
This staff is made of scorched and twisted wood and is set with a crystal sphere filled with swirling smoke. It allows the use of the following spells: • Darkness (1 charge) • Ray of enfeeblement (1 charge) • Vampiric touch (1 charge) • Enervation (2 charges) • Summon shadow (as summon monster V but summons 1 shadow, 2 charges) • Call devourer (as planar binding but calls 1 devourer, 3 charges) CONSTRUCTION REQUIREMENTS
COST 34,650 GP
Craft Staff, darkness, enervation, planar binding, ray of enfeeblement, summon monster V, vampiric touch This white ash staff is decorated with inlaid silver runes. It allows use of the following spells: • Cure serious wounds (1 charge)
STAFF OF ILLUMINATION AURA strong evocation
PRICE
51,500 GP CL 15th
WEIGHT 5 lbs.
197
UlTimaTe eqUipmeNT This staff is usually sheathed in a layer of silver and decorated with gold and amber sunbursts. A staff of illumination allows use of the following spells: • Dancing lights (1 charge) • Flare (1 charge) • Daylight (2 charges) • Sunburst (3 charges) CONSTRUCTION REQUIREMENTS
COST 25,750 GP
Craft Staff, dancing lights, daylight, flare, sunburst
STAFF OF ILLUSION AURA strong illusion
PRICE
82,000 GP CL 13th
WEIGHT 5 lbs.
This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells: • Disguise self (1 charge) • Major image (1 charge) • Mirror image (1 charge) • Persistent image (2 charges) • Rainbow pattern (2 charges) • Mislead (3 charges) CONSTRUCTION REQUIREMENTS
COST 41,000 GP
Craft Staff, disguise self, major image, mirror image, mislead, persistent image, rainbow pattern
STAFF OF JOURNEYS AURA moderate varies
PRICE
27,200 GP CL 8th
WEIGHT 5 lbs.
STAFF OF MANY RAYS AURA moderate evocation and necromancy
PRICE
57,200 GP CL 11th
WEIGHT 5 lbs.
The elaborate swirls and delicate flecks of shining metal adorning the head of this pale wooden shaft make it seem almost as much a long mace as a staff. It allows use of the following spells: • Ray of enfeeblement (1 charge) • Ray of exhaustion (1 charge) • Scorching ray (1 charge) • Enervation (2 charges) • Disintegrate (3 charges) CONSTRUCTION REQUIREMENTS
COST 28,600 GP
Craft Staff, disintegrate, enervation, ray of enfeeblement, ray of exhaustion, scorching ray
STAFF OF MINOR ARCANA AURA moderate abjuration and evocation
PRICE
8,000 GP CL 8th
WEIGHT 5 lbs.
This gleaming staff is made of polished silver and capped with a simple gemstone. It is frequently given as a gift to apprentice spellcasters upon completing their tutelage. The staff allows use of the following spells: • Shield (1 charge) • Magic missile (2 charges) CONSTRUCTION REQUIREMENTS
COST 4,000 GP
Craft Staff, magic missile, shield
This walking stick, which still has dark gray bark along its entire length, branches into an ornate fork at its top, decorated with wildflowers and different kinds of leaves. It allows use of the following spells: • Detect snares and pits (1 charge) • Endure elements (1 charge) • Longstrider (1 charge) • Pass without trace (1 charge) • Freedom of movement (2 charges) CONSTRUCTION REQUIREMENTS
COST 13,600 GP
Craft Staff, detect snares and pits, endure elements, freedom of movement, longstrider, pass without trace
STAFF OF LIFE AURA moderate conjuration
PRICE
109,400 GP CL 11th
WEIGHT 5 lbs.
A staff of life is made of thick polished oak shod in gold and decorated with sinuous runes of silver or ivory, which depict various cycles of life and death according to different cultures. This staff allows use of the following spells: • Heal (1 charge) • Raise dead (5 charges) CONSTRUCTION REQUIREMENTS
198
Craft Staff, heal, raise dead
COST 79,700 GP
STAFF OF MITHRAL MIGHT AURA moderate transmutation
PRICE
58,000 GP CL 11th
WEIGHT 7 lbs.
This staff is made of silver, with a shimmering sphere of mithral at either end. One end features a golden snake wrapped around the staff and cradling the larger of these two mithral spheres. The staff may be used as a weapon, functioning as a +2/+2 quarterstaff. It also grants a +2 enhancement bonus to Intelligence to whoever possesses it. These two attributes continue to function after all the charges are expended. It allows the use of the following spells: • Bull’s strength (1 charge) • Enlarge person (1 charge) • Telekinesis (3 charges) • Flesh to stone (4 charges) CONSTRUCTION REQUIREMENTS
COST 29,300 GP
Craft Magic Arms and Armor, Craft Staff, bull’s strength, enlarge person, flesh to stone, fox’s cunning, telekinesis
STAFF OF NECROMANCY AURA strong necromancy
PRICE
82,000 GP CL 13th
WEIGHT 5 lbs.
RINGS, RODS, AND STAVES RINGS This staff is made from ebony or other dark wood and carved with images of bones and skulls mingled with strange spidery runes. It allows use of the following spells: • Cause fear (1 charge) • Ghoul touch (1 charge) • Halt undead (1 charge) • Enervation (2 charges) • Waves of fatigue (2 charges) • Circle of death (3 charges) CONSTRUCTION REQUIREMENTS
STAFF OF OBSTACLES
PRICE
52,850 GP CL 9th
WEIGHT 5 lbs.
Dark and solid, this worn staff appears to be carved of rough stone, yet feels and weighs like light wood. It allows use of the following spells: • Arcane lock (1 charge) • Grease (1 charge) • Wind wall (1 charge) • Wall of fire (2 charges) • Wall of ice (2 charges) • Wall of stone (3 charges) CONSTRUCTION REQUIREMENTS
STAVES
COST 115,950 GP
Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door
STAFF OF PERFORMANCE AURA moderate varies
PRICE
48,800 GP CL 8th
WEIGHT 5 lbs.
Soon after falling into the hands of a new owner, this piece of finely varnished cedar develops ornamental brass keys, strings, or other decorations that make it look like a stylized version of its owner’s favorite type of musical instrument. It allows use of the following spells: • Calm emotions (1 charge) • Glibness (1 charge) • Hypnotic pattern (1 charge) • Pyrotechnics (1 charge) • Enthrall (2 charges) • Major image (2 charges) • Sculpt sound (2 charges) CONSTRUCTION REQUIREMENTS
COST 24,400 GP
Craft Staff, calm emotions, enthrall, glibness, hypnotic pattern, major image, pyrotechnics, sculpt sound
COST 27,050 GP
Craft Staff, arcane lock, grease, wall of fire, wall of ice, wall of stone, wind wall
STAFF OF ONE HUNDRED HANDS
180,200 GP
AURA strong evocation
WEIGHT 5 lbs.
CL 17th
CONSTRUCTION REQUIREMENTS
COST 90,100 GP
Craft Staff, clenched fist, crushing hand, forceful hand, grasping hand, interposing hand, mage hand
STAFF OF PASSAGE
PRICE
206,900 GP CL 17th
STAFF OF POWER AURA strong varies
PRICE
235,000 GP CL 15th
WEIGHT 5 lbs.
PRICE
Sculpted into the shape of dozens of grasping, distorted hands, this staff appears to be carved entirely from one piece of clear crystal. When held, the hands that form the staff distort to resemble the gloves or hands of the person holding it. It allows the use of the following spells: • Forceful hand (1 charge) • Interposing hand (1 charge) • Clenched fist (2 charges) • Grasping hand (2 charges) • Crushing hand (3 charges) This staff also allows the wielder to use mage hand at will.
AURA strong varies
CONSTRUCTION REQUIREMENTS
RODS
COST 41,000 GP
Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue
AURA moderate varies
This potent item allows use of the following spells: • Dimension door (1 charge) • Passwall (1 charge) • Astral projection (2 charges) • Greater teleport (2 charges) • Phase door (2 charges)
WEIGHT 5 lbs.
A staff of power is a potent magic item with varied offensive and defensive abilities, carved from magically hardened wood. It is usually topped with a glistening gem or orb that burns from within with a flickering red light. The staff allows the use of the following spells: • Continual flame (1 charge) • Fireball (heightened to 5th level, 1 charge) • Levitate (1 charge) • Lightning bolt (heightened to 5th level, 1 charge) • Magic missile (1 charge) • Ray of enfeeblement (heightened to 5th level, 1 charge) • Cone of cold (2 charges) • Globe of invulnerability (2 charges) • Hold monster (2 charges) • Wall of force (in a 10-ft.-diameter hemisphere around the caster only, 2 charges) The wielder of a staff of power gains a +2 luck bonus to AC and on saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (a free action), the staff deals double damage (×3 on a critical hit) for 1 round.
199
UlTimaTe eqUipmeNT A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot spread. All creatures and objects within 2 squares of the broken staff take an amount of damage equal to 20 × the number of charges in the staff, those 3 or 4 squares away take an amount of damage equal to 15 × the number of charges, and those 5 or 6 squares away take an amount of damage equal to 10 × the number of charges. All those affected can make DC 17 Reflex saves to reduce the damage by half. The character breaking the staff has a 50% chance of traveling to another plane of existence (01–50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike. CONSTRUCTION REQUIREMENTS
COST 117,500 GP
Craft Magic Arms and Armor, Craft Staff, cone of cold, continual flame, heightened fireball, globe of invulnerability, hold monster, levitate, heightened lightning bolt, magic missile, heightened ray of enfeeblement, wall of force
STAFF OF RIGOR AURA moderate varies
PRICE
20,800 GP CL 8th
This iron-shod wood staff allows use of the following spells: • Bane (1 charge) • Cause fear (1 charge) • Command (1 charge) • Magic weapon (1 charge) • Align weapon (2 charges) CONSTRUCTION REQUIREMENTS
COST 10,400 GP
Craft Staff, align weapon, bane, cause fear, command, magic weapon
STAFF OF SHRIEKING AURA moderate evocation
PRICE
36,000 GP CL 10th
STAFF OF RADIANCE AURA moderate evocation
23,200 GP CL 8th
WEIGHT 5 lbs.
This silver-tipped willow staff constantly emits light, as if from a light spell—the radiance is emitted from the staff’s metallic end and flickers as if with flame. The staff’s wielder can deactivate or activate this glowing light as a swift action. In addition, a staff of radiance allows use of the following spells: • Glitterdust (1 charge) • Daylight (2 charges) • Searing light (2 charges) CONSTRUCTION REQUIREMENTS
COST 11,600 GP
Craft Staff, daylight, glitterdust, light, searing light
STAFF OF REVELATIONS AURA moderate divination
PRICE
CL 9th
STAFF OF SIZE ALTERATION
26,150 GP
AURA moderate transmutation
WEIGHT 5 lbs.
WEIGHT 5 lbs.
The forked top of this walnut shaft resembles a combination of a dowsing rod and the curled horns of a beast, and a delicate gemstone hovers between its enfolding arms. The staff allows use of the following spells: • Augury (1 charge) • Speak with dead (1 charge) • Divination (2 charges) • Commune (3 charges)
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CL 8th
COST 30,608 GP
Craft Staff, augury, commune, divination, speak with dead
PRICE
This staff of dark wood is stouter and sturdier than most magical staves, with a gnarled and twisted knot of wood at the top end. It allows use of the following spells: • Enlarge person (1 charge) • Reduce person (1 charge) • Shrink item (2 charges) • Mass enlarge person (3 charges) • Mass reduce person (3 charges) COST 13,075 GP
Craft Staff, enlarge person, mass enlarge person, mass reduce person, reduce person, shrink item
STAFF OF SLUMBER AURA moderate varies
CONSTRUCTION REQUIREMENTS
COST 18,000 GP
Craft Staff, shatter, shout, sound burst
CONSTRUCTION REQUIREMENTS
51,008 GP
WEIGHT 5 lbs.
Holes in this metal shaft cause it to emit an eerie moan when swung through the air. It allows use of the following spells: • Shatter (1 charge) • Sound burst (1 charge) • Shout (2 charges) CONSTRUCTION REQUIREMENTS
PRICE
WEIGHT 5 lbs.
PRICE
81,766 GP CL 9th
WEIGHT 5 lbs.
Smoky spirals adorn the length of this staff, and have an almost hypnotic effect. The staff allows use of the following spells: • Deep slumber (1 charge) • Ray of exhaustion (1 charge) • Dream (2 charges) • Nightmare (2 charges) • Waves of fatigue (2 charges) • Symbol of sleep (3 charges) CONSTRUCTION REQUIREMENTS
COST 49,216 GP
Craft Staff, deep slumber, dream, nightmare, symbol of sleep, ray of exhaustion, waves of fatigue
RINGS, RODS, AND STAVES RINGS
STAFF OF SOULS AURA moderate varies
PRICE
32,800 GP CL 8th
WEIGHT 5 lbs.
CONSTRUCTION REQUIREMENTS
COST 20,900 GP
Craft Staff, disguise self, greater invisibility, invisibility, nondetection
STAFF OF SWARMING INSECTS
22,800 GP
AURA moderate conjuration
WEIGHT 5 lbs.
CL 9th
Made of twisted darkwood covered with knots and nodules resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells: • Summon swarm (1 charge) • Insect plague (3 charges)
CONSTRUCTION REQUIREMENTS
Craft Staff, insect plague, summon swarm
Craft Staff, death ward, deathwatch, detect undead, gentle repose, speak with dead
STAFF OF SPEAKING AURA strong enchantment
PRICE
57,200 GP CL 13th
WEIGHT 5 lbs.
When the wielder of this hollow wooden staff speaks or shouts, it reverberates with the sound of her voice, lending a booming insistence to her words. It allows the use of the following spells: • Suggestion (1 charge) • Tongues (1 charge) • Denounce (2 charges; Advanced Player’s Guide) • Glibness (2 charges) • Mass suggestion (4 charges) CONSTRUCTION REQUIREMENTS
COST 28,600 GP
Craft Staff, denounce, glibness, mass suggestion, suggestion, tongues
STAFF OF SPIDERS AURA moderate conjuration and transmutation
PRICE
30,200 GP CL 8th
WEIGHT 5 lbs.
This staff is constructed from thousands of carefully prepared spiderwebs packed around a base and layered to make a shaft just as hard as oak, if not harder. A staff of spiders functions as a +1/+1 quarterstaff. It allows the use of the following spells: • Spider climb (1 charge) • Web (1 charge) • Summon spider (as summon monster III, but only summons 1d3 giant spiders; 2 charges) CONSTRUCTION REQUIREMENTS
COST 15,400 GP
Craft Magic Arms and Armor, Craft Staff, spider climb, summon monster III, web
STAFF OF STEALTH AURA moderate illusion
PRICE
39,300 GP CL 8th
WEIGHT 5 lbs.
This twisted, dark gray staff allows use of the following spells: • Disguise self (1 charge) • Invisibility (1 charge) • Nondetection (1 charge) • Greater invisibility (2 charges)
CONSTRUCTION REQUIREMENTS
COST 11,400 GP
STAFF OF THE AVENGER AURA moderate evocation
STAVES
PRICE
This ominous staff is made of twisting wood and topped with a small skull. It allows use of the following spells: • Deathwatch (1 charge) • Detect undead (1 charge) • Gentle repose (1 charge) • Death ward (2 charges) • Speak with dead (2 charges) COST 16,400 GP
RODS
PRICE
37,310 GP CL 10th
WEIGHT 5 lbs.
This shining golden staff is topped with a radiant gemstone that emits light like a torch. As a swift action, the wielder of the staff can cause it to change into a +2 lance, although it retains its other abilities. It can be made to revert to its staff form as a free action. The staff allows use of the following spells: • Bless weapon (1 charge, cast on the staff only) • Shield other (1 charge) • Discern lies (2 charges) • Holy sword (4 charges, cast on the staff only) CONSTRUCTION REQUIREMENTS
COST 18,810 GP
Craft Magic Arms and Armor, Craft Staff, bless weapon, discern lies, holy sword, shield other
STAFF OF THE HIEROPHANT
220,000 GP
AURA strong varies
WEIGHT 5 lbs.
CL 15th
PRICE
The staff of the hierophant is a powerful magic item with the ability to both heal and harm, which also gives its wielder a number of protections. The staff is crafted from platinum and topped with a glowing blue diamond. The staff allows the use of the following spells: • Bless (1 charge) • Cure moderate wounds (1 charge) • Freedom of movement (1 charge) • Hold person (heightened to 5th level, 1 charge) • Prayer (1 charge) • Searing light (1 charge) • Cure critical wounds (2 charges) • Flame strike (2 charges) • Righteous might (2 charges) • True seeing (2 charges) The wielder of a staff of the hierophant gains a +2 luck bonus to AC and on saving throws. The staff is also a +2/+2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff deals double damage (×3 on a critical hit) for 1 round. A staff of the hierophant can be used to restore the life of a dead creature by calling upon the wielder’s deity to take the
201
UlTimaTe eqUipmeNT staff as a blessing. This causes the staff to vanish, but restores life to any one dead creature as if casting true resurrection. In addition, after using this effect, the wielder who triggered it receives a +2 luck bonus on all ability checks, attack rolls, saving throws, and skill checks for 1 day. CONSTRUCTION REQUIREMENTS
COST 110,000 GP
Craft Magic Arms and Armor, Craft Staff, bless, cure critical wounds, cure moderate wounds, flame strike, freedom of movement, heightened hold person, prayer, righteous might, searing light, true resurrection, true seeing
STAFF OF THE MASTER AURA moderate necromancy
PRICE
30,000 GP CL 8th
WEIGHT 5 lbs.
Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells: • Ray of enfeeblement (1 charge) • Spectral hand (1 charge) • Vampiric touch (2 charges) Additionally, the wielder can apply any metamagic feats she knows when she casts the spells above from the staff. This consumes a number of charges equal to the number of spell levels increased by the feat. She can apply no more than one metamagic feat to a spell cast from the staff in this way. Using the staff for this purpose does not increase the casting time of the spell. CONSTRUCTION REQUIREMENTS
COST 15,300 GP
Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touch
STAFF OF THE PLANES AURA strong conjuration
CL 13th
WEIGHT 5 lbs.
CONSTRUCTION REQUIREMENTS
COST 31,980 GP
Craft Staff, planar adaptation, planar binding, plane shift
STAFF OF THE SCOUT
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CONSTRUCTION REQUIREMENTS
COST 4,800 GP
Craft Staff, know direction, pass without trace, summon nature’s ally I
STAFF OF THE WOODLANDS
100,400 GP
AURA strong varies
WEIGHT 5 lbs.
CL 13th
PRICE
Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: • Charm animal (1 charge) • Speak with animals (1 charge) • Barkskin (2 charges) • Summon nature’s ally VI (3 charges) • Wall of thorns (3 charges) • Animate plants (4 charges) The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to cast pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended. CONSTRUCTION REQUIREMENTS
COST 50,500 GP
Craft Magic Arms and Armor, Craft Staff, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature’s ally VI, wall of thorns
STAFF OF TOXINS
PRICE
34,200 GP
AURA moderate varies
CL 9th
WEIGHT 5 lbs.
PRICE
63,960 GP
This obsidian staff twinkles as if reflecting the star-filled sky at night. The staff allows use of the following spells. • Planar adaptation (1 charge; Advanced Player’s Guide) • Planar binding (2 charges) • Plane shift (5 charges) If the staff of the planes is fully charged, the wielder can deliberately snap the staff, causing it do shatter into thousands of pieces but opening a gate to a plane of the wielder’s choice. This can only be used for planar travel, and the connection lasts for 1 minute, without requiring the wielder’s concentration. If used in this way, the staff cannot be repaired or restored.
AURA moderate conjuration
• Know direction (1 charge) • Pass without trace (1 charge) • Summon nature’s ally I (2 charges)
PRICE
9,600 GP CL 8th
WEIGHT 4 lbs.
This staff is carefully crafted from the branches of a tree, still intertwined as they grew and crowned with living leaves. The staff allows use of the following spells:
This length of hemlock-shrouded oak gives off the faintest whiff of rot and corruption. It allows use of the following spells: • Stinking cloud (1 charge) • Cloudkill (2 charges) CONSTRUCTION REQUIREMENTS
COST 17,100 GP
Craft Staff, cloudkill, stinking cloud
STAFF OF TRANSMUTATION
82,000 GP
AURA strong transmutation
WEIGHT 5 lbs.
CL 13th
PRICE
This staff is generally carved from or decorated with petrified wood or fossilized bone that has been etched with tiny but complex runes. It allows use of the following spells: • Alter self (1 charge) • Blink (1 charge) • Expeditious retreat (1 charge) • Baleful polymorph (2 charges) • Polymorph (2 charges) • Disintegrate (3 charges) CONSTRUCTION REQUIREMENTS
COST 41,000 GP
Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph
RINGS, RODS, AND STAVES RINGS
STAFF OF TRAPS AURA moderate abjuration
PRICE
56,925 GP CL 8th
WEIGHT 5 lbs.
The tip of this dark wooden shaft holds a piece of hard, chalklike stone between black, clawlike protrusions. The staff allows use of the following spells: • Alarm (1 charge) • Magic mouth (1 charge) • Phantom trap (1 charge) • Explosive runes (2 charges) • Fire trap (2 charges) • Sepia snake sigil (2 charges) CONSTRUCTION REQUIREMENTS
COST 36,525 GP
Craft Staff, alarm, explosive runes, fire trap, magic mouth, phantom trap, sepia snake sigil
STAFF OF TRAVEL AURA moderate conjuration
PRICE
54,400 GP CL 9th
WEIGHT 3 lbs.
This staff appears to be nothing more than a finely made walking stick, but closer inspection reveals that it is inlaid with a fine copper tracery that makes up an intricate and incomprehensible arcane map. The staff allows use of the following spells: • Dimension door (1 charge) • Fly (1 charge) • Teleport (2 charges) In addition to these spells, the wielder of the staff of travel receives a +10-foot enhancement bonus to his base speed. CONSTRUCTION REQUIREMENTS
COST 27,200 GP
Craft Staff, dimension door, expeditious retreat, fly, teleport
STAFF OF TRICKS AURA moderate illusion
PRICE
8,800 GP CL 8th
WEIGHT 3 lbs.
This thin staff is made of stiff wood that has been wrapped in colorful bands of cloth and topped with a number of feathers, bells, and other decorative baubles. The staff allows use of the following spells: • Ghost sound (1 charge) • Mage hand (1 charge) • Prestidigitation (1 charge) • Silent image (2 charges) CONSTRUCTION REQUIREMENTS
COST 4,400 GP
Craft Staff, ghost sound, mage hand, prestidigitation, silent image
STAFF OF UNDERSTANDING
14,400 GP
AURA moderate divination
WEIGHT 5 lbs.
CL 8th
PRICE
This polished maple or oak staff is inlaid with ivory strips along its length, and runes of various languages also formed from inlaid ivory span the shaft. It allows use of the following spells: • Comprehend languages (1 charge) • Detect thoughts (2 charges) • Tongues (2 charges)
CONSTRUCTION REQUIREMENTS
COST 7,200 GP
Craft Staff, comprehend languages, detect thoughts, tongues
STAFF OF VISION AURA moderate divination
PRICE
86,666 GP CL 11th
RODS STAVES
WEIGHT 5 lbs.
A clear crystal orb is affixed to the top of this length of brass and scaled skin, and a smaller, crimson orb is set into a spherical ornament near the base of the shaft. The staff allows use of the following spells: • Arcane eye (1 charge) • Arcane sight (1 charge) • See invisibility (1 charge) • Prying eyes (2 charges) • Scrying (2 charges) • True seeing (3 charges) CONSTRUCTION REQUIREMENTS
COST 45,416 GP
Craft Staff, arcane eye, arcane sight, prying eyes, scrying, see invisibility, true seeing
STAFF OF WEATHER AURA strong varies
PRICE
84,066 GP CL 13th
WEIGHT 5 lbs.
The carved surface of this solid oaken beam always depicts a scene with the opposite qualities of the current weather (rainy on dry days, dry on rainy days, and so on). It allows use of the following spells: • Fog cloud (1 charge) • Gust of wind (1 charge) • Wind wall (1 charge) • Ice storm (2 charges) • Sleet storm (2 charges) • Control weather (3 charges) CONSTRUCTION REQUIREMENTS
COST 42,033 GP
Craft Staff, control weather, fog cloud, gust of wind, ice storm, sleet storm, wind wall
UNHOLY STAFF AURA moderate evocation
PRICE
29,600 GP CL 8th
WEIGHT 5 lbs.
This twisted iron staff bears ominous stains along its length, and ends in a black skull with red gemstone eyes. The staff allows use of the following spells: • Align weapon (evil only, 1 charge) • Detect good (1 charge) • Magic circle against good (2 charges) • Unholy blight (2 charges) CONSTRUCTION REQUIREMENTS
COST 14,800 GP
Craft Staff, align weapon, detect good, magic circle against good, unholy blight
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5 Wondrous Items
T
he metallic monstrosity rose from the pool, water streaming off its spiked carapace. A gleaming red eye, surrounded by clusters of smaller ones, turned toward the explorers with a grinding of rusted gears. “What—” Seelah began, then cut off in a grunt as one huge claw swung out, fast as a slashing sword, and slammed into her breastplate. Breath left her as she tumbled to the muddy ground. Clicking and whirring, the machine extended spidery legs and stepped onto the shore. Steel rang as Seelah’s sword bounced off the nearest leg without scratching it. Seltyiel stepped forward and raised a hand, flickers of blue lightning crawling across his fingers. He smiled down at the fallen paladin. “Since you’re lying down on the job...”
UlTimaTe eqUipmeNT
Wondrous Items
Wondrous items are varied and diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and utilized. “Wondrous item” is a catchall category for anything that doesn’t fall into other groups, such as weapons, staves, and so on. Anyone can use a wondrous item, unless the item specifies otherwise. There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by the character who wants to employ the item or benef it from its abilities.
SLOTTED WONDROUS ITEMS
206
When a character wears a slotted wondrous item he cannot gain the benef it from a wondrous items of the same slot until the f irst item is removed. Of course, a character may carry or possess any number of slotted items of the same type, but additional items have no effect until they are worn. Sometimes a slotted wondrous item must be worn for a period of time (typically 24 hours) before the item’s full effect manifests. If a creature is missing the body part where a wondrous item is worn, it cannot use that type of slotted item. If a creature has multiple body parts that correspond to a single wondrous item slot, it can still only gain the benef it of one item of that slot. There are 14 categories of slotted magic items. Armor, rings, and shields are described in other sections of this book, while the 11 other body slots are detailed below. BELT: This slot consists of belts and other items that can be worn around the waist. BODY: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body. CHEST: This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest. EYES: This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes. FEET: This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet. HANDS: This slot consists of gauntlets, gloves, and other items that can worn on the hands. HEAD: This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head. HEADBAND: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. NECK: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak. SHOULDERS: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders. WRISTS: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Table 5–1: Wondrous Item Types d%
WONDROUS ITEM TYPE
01–06 07–12 13–17 18–22 23–28 29–34 35–41 42–47 48–54 55–61 62–67 68–100
Belts (see Table 5–2, page 209) Body (see Table 5–3, page 215) Chest (see Table 5–4, page 221) Eyes (see Table 5–5, page 225) Feet (see Table 5–6, page 229) Hands (see Table 5–7, page 235) Head (see Table 5–8, page 241) Headband (see Table 5–9, page 249) Neck (see Table 5–10, page 255) Shoulders (see Table 5–11, page 263) Wrists (see Table 5–12, page 271) Slotless (see Table 5–13, pages 277–280)
OTHER WONDROUS ITEMS Wondrous items not worn in one of the magic item slots are called “slotless” wondrous items. Sometimes these items take the form of trinkets, like the figurines of wondrous power. Other times they are larger items, such as the carpet of f lying. Typically the possession of such an item is enough to gain its benef it, but sometimes one must manipulate and activate the item. Slotless wondrous items are the largest category and most diverse of the wondrous items.
SPECIAL WONDROUS ITEMS Some wondrous items are intelligent, while others provide some clue as to their function. Roll d%. A roll of 01 indicates the wondrous item is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function (or if the item is command word-activated, that it has the command word or words written on it), and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (see Intelligent Items, Chapter 6). Wondrous items with charges can never be intelligent.
ACTIVATION Wondrous items are usually use-activated or activated by a command word, but details vary from item to item. COMMAND WORD: If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed. A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some nonsensical word, or a word or phrase from an ancient language. Activating a command word magic item is a standard action and does not provoke attacks of opportunity. Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden
WONDROUS ITEMS BELTS within a pattern or design engraved, carved, or built into the item, or the item might bear a clue to the command word. The Knowledge (arcana) and Knowledge (history) skills can be useful in identifying command words or deciphering clues regarding them. In such cases, a successful DC 30 check is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified. USE-ACTIVATED: This type of item merely has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to def lect a blow, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory. Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (meaning on her person). However, some items made for
HEADBAND: Headbands and phylacteries EYES: Eyes, glasses, and goggles NECK: Amulets, brooches, medallions, necklaces, periapts, and scarabs
BELTS: Belts and girdles SHIELD: Shields
wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation. The description of an item states whether a command word is needed in such a case.
EXTRADIMENSIONAL SPACES A number of spells and magic items utilize extradimensional spaces, such as rope trick, bags of holding, handy haversacks, and portable holes. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.
HEAD: Circlets, crowns, hats, helms, and masks
BODY CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
SHOULDERS: Capes and cloaks
CHEST: Mantles, shirts, and vests
ARMOR: Suits of armor BODY: Robes and vestments
WRISTS: Bracelets and bracers HANDS: Gauntlets and gloves RING (UP TO TWO): Rings
FEET: Boots, shoes, and slippers
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UlTimaTe eqUipmeNT
Belt Slot Wondrous Items
The belt category includes belts and other items worn on or around the waist. Anyone can use a belt slot wondrous item unless specif ied otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of her next turn or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Wondrous Item, lesser restoration, remove fear
ANACONDA’S COILS AURA moderate transmutation
PRICE
18,500 GP CL 8th
WEIGHT 1 lb.
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability (Bestiary 298) for 1d6 points of damage plus the wearer’s Strength modifier. CONSTRUCTION REQUIREMENTS
COST 9,250 GP
Craft Wondrous Item, beast shape I, bull’s strength
BELT OF FALLEN HEROES AURA moderate conjuration
PRICE
21,000 GP CL 7th
This large brass belt has three panels depicting scenes of battle. Once per day on command, the wearer can summon the spirit of a hero of one of the depicted battles. This spirit acts as a spiritual ally, though unlike the force created by that spell, the summoned hero is not entirely mindless. Whether or not the summoned hero is active, it attempts to guide its wearer to victory via telepathic warning and advice, granting its user a +1 insight bonus on all saving throws. CONSTRUCTION REQUIREMENTS
AQUATIC CUMMERBUND AURA faint transmutation
PRICE
2,600 GP CL 5th
WEIGHT —
Long believed to have been gnome in origin, this stately cummerbund features a number of dancing dolphins embroidered on its deep blue material. The cummerbund grants its wearer a +4 competence bonus on Swim checks, and allows her to take 10 on such checks even if distracted or endangered. CONSTRUCTION REQUIREMENTS
COST 1,300 GP
Craft Wondrous Item, touch of the sea (Advanced Player’s Guide)
BELT OF DWARVENKIND AURA strong divination
PRICE
14,900 GP CL 12th
WEIGHT 1 lb.
This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, and spell-like effects. CONSTRUCTION REQUIREMENTS
COST 7,450 GP
Craft Wondrous Item, tongues, creator must be a dwarf
BELT OF EQUILIBRIUM AURA faint conjuration
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PRICE
12,000 GP CL 3rd
WEIGHT 1 lb.
WEIGHT 1 lb.
COST 10,500 GP
Craft Wondrous Item, divine favor, spiritual ally
BELT OF FORAGING AURA faint divination
PRICE
6,000 GP CL 3rd
WEIGHT 1 lb.
This belt allows its wearer to easily forage while in the wilderness. As long as the wearer of this belt has at least 1 rank in Survival, she need not make a check to get along in the wild; she always succeeds at that Survival check as long as she moves at half her overland speed. She can still choose to make that check to provide food and water for one other creature for every 2 points by which her result exceeds DC 10. Furthermore, she can instead make a DC 20 Survival check to get along in the wild while moving at full speed instead of half speed. While doing so, she can provide food and water for one other creature for every 2 points by which her check result exceeds 20. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Craft Wondrous Item, detect animals and plants, creator must have 1 rank in Survival PRICE
BELT OF GIANT STRENGTH +2 Strength +4 Strength +6 Strength AURA moderate transmutation
VARIES
CL 8th
4,000 GP 16,000 GP 36,000 GP WEIGHT 1 lb.
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
WONDROUS ITEMS BELTS
Table 5—2: Belt Slot Wondrous Items d%
LESSER MINOR BELT ITEM
01–16 17–28 29–40 41–54 55–70 71–84 85–100
Belt of tumbling Beneficial bandolier Meridian belt Bladed belt Heavyload belt Aquatic cummerbund Equestrian belt
800 gp 1,000 gp 1,000 gp 2,000 gp 2,000 gp 2,600 gp 3,200 gp
d%
GREATER MINOR BELT ITEM
01–18 19–36 37–54 55–62 63–74 75–84 85–100
Belt of giant strength +2 Belt of incredible dexterity +2 Belt of mighty constitution +2 Belt of teeth Blinkback belt Plague rat belt Belt of foraging
d%
LESSER MEDIUM BELT ITEM
01–04 05–08 09–16 17–22 23–27 28–32 33–36 37–41 42–46 47–51 52–57
Serpent belt Monkey belt Belt of physical might +2 Belt of the weasel Belt of thunderous charging Minotaur belt Plague rat belt, greater Belt of equilibrium Security belt Belt of mighty hurling, lesser Belt of dwarvenkind
CONSTRUCTION REQUIREMENTS +2 Strength +4 Strength +6 Strength
PRICE
4,000 gp 4,000 gp 4,000 gp 4,000 gp 5,000 gp 5,200 gp 6,000 gp PRICE
9,000 gp 9,400 gp 10,000 gp 10,000 gp 10,000 gp 11,000 gp 11,200 gp 12,000 gp 12,500 gp 14,000 gp 14,900 gp
COST varies 2,000 GP 8,000 GP 18,000 GP
Craft Wondrous Item, bull’s strength
BELT OF INCREDIBLE DEXTERITY +2 Dexterity +4 Dexterity +6 Dexterity AURA moderate transmutation
CL 8th
PRICE
VARIES 4,000 GP 16,000 GP 36,000 GP WEIGHT 1 lb.
This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS +2 Dexterity +4 Dexterity +6 Dexterity
Craft Wondrous Item, cat’s grace
BODY
PRICE
COST varies 2,000 GP 8,000 GP 18,000 GP
58–61 62–71 72–80 81–90 91–100
Cord of stubborn resolve Belt of giant strength +4 Belt of physical perfection +2 Belt of incredible dexterity +4 Belt of mighty constitution +4
d%
GREATER MEDIUM BELT ITEM
01–12 13–26 27–38 39–53 54–67 68–84 85–100
Monkey belt, greater Anaconda’s coils Serpent belt, greater Belt of fallen heroes Gorgon belt Elemental earth belt Sash of flowing water
18,000 gp 18,500 gp 20,000 gp 21,000 gp 23,000 gp 24,000 gp 25,000 gp
d%
LESSER MAJOR BELT ITEM
PRICE
01–12 13–30 31–48 49–66 67–88 89–100
Merform belt Belt of giant strength +6 Belt of incredible dexterity +6 Belt of mighty constitution +6 Belt of physical might +4 Belt of mighty hurling, greater
d%
GREATER MAJOR BELT ITEM
01–25 26–55 56–75 76–90 91–100
Belt of stoneskin Belt of physical perfection +4 Belt of physical might +6 Shadowform belt Belt of physical perfection +6
BELT OF MIGHTY CONSTITUTION +2 Constitution +4 Constitution +6 Constitution AURA moderate transmutation
CL 8th
15,000 gp 16,000 gp 16,000 gp 16,000 gp 16,000 gp PRICE
32,000 gp 36,000 gp 36,000 gp 36,000 gp 40,000 gp 42,000 gp
CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
PRICE
60,000 gp 64,000 gp 90,000 gp 110,000 gp 144,000 gp
PRICE
VARIES 4,000 GP 16,000 GP 36,000 GP WEIGHT 1 lb.
This belt’s golden buckle depicts a bear’s head. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS +2 Constitution +4 Constitution +6 Constitution
COST varies 2,000 GP 8,000 GP 18,000 GP
Craft Wondrous Item, bear’s endurance
BELT OF MIGHTY HURLING, GREATER
42,000 GP
AURA moderate transmutation
WEIGHT 1 lb.
CL 12th
PRICE
This item functions as the lesser belt of mighty hurling, except it grants a +4 enhancement bonus to Strength and any thrown weapons its wearer hurls are treated as though
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UlTimaTe eqUipmeNT they had the returning quality. This does not apply to improvised ranged weapons, splash weapons, or weapons the wearer lacks proficiency with. Treat the bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS
COST 21,000 GP
Craft Wondrous Item, bull’s strength, longshot (Ultimate Combat), returning weapon (Ultimate Combat)
BELT OF MIGHTY HURLING, LESSER
14,000 GP
AURA moderate transmutation
WEIGHT 1 lb.
CL 8th
PRICE
This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS
COST 7,000 GP
Craft Wondrous Item, bull’s strength, longshot (Ultimate Combat) PRICE
BELT OF PHYSICAL MIGHT +2 to two physical ability scores +4 to two physical ability scores +6 to two physical ability scores AURA strong transmutation
VARIES
CL 12th
10,000 GP 40,000 GP 90,000 GP WEIGHT 1 lb.
This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed. CONSTRUCTION REQUIREMENTS +2 to two physical ability scores +4 to two physical ability scores +6 to two physical ability scores
COST varies 5,000 GP 20,000 GP 45,000 GP
Craft Wondrous Item, bear’s endurance, bull’s strength, and/ or cat’s grace
BELT OF PHYSICAL PERFECTION +2 Strength, Dexterity, and Constitution +4 Strength, Dexterity, and Constitution +6 Strength, Dexterity, and Constitution AURA strong transmutation CL 16th
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PRICE
VARIES 16,000 GP 64,000 GP 144,000 GP WEIGHT 1 lb.
This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS +2 Strength, Dexterity, and Constitution +4 Strength, Dexterity, and Constitution +6 Strength, Dexterity, and Constitution
COST varies 8,000 GP 32,000 GP 72,000 GP
Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace
BELT OF STONESKIN AURA moderate abjuration
PRICE
60,000 GP CL 10th WEIGHT 10 lbs.
Every 24 hours, this belt’s wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again. CONSTRUCTION REQUIREMENTS
COST 30,000 GP
Craft Wondrous Item, stoneskin, creator must be an oread or a creature with the earth subtype
BELT OF TEETH AURA faint transmutation
PRICE
4,000 GP CL 1st
WEIGHT 3 lbs.
The brass buckle on this stout leather belt is fashioned to resemble three demonic faces. Once each round, this belt’s buckle can animate, lashing out at a creature that provokes an attack of opportunity within 5 feet. This attack uses its wearer’s base attack bonus and Strength modifier, with a +4 competence bonus. It deals damage as a bite attack made by a creature of its wearer’s size (1d6 for a Medium wearer; see Table 3—1: Natural Attacks by Size, Bestiary 302) plus the wearer’s Strength modifier. This belt does not add to the normal number of attacks the wearer can make in a round; it offers another way in which to make attacks of opportunity. CONSTRUCTION REQUIREMENTS
COST 2,000 GP
Craft Wondrous Item, magic fang
BELT OF THE WEASEL AURA moderate transmutation
PRICE
10,000 GP CL 4th
WEIGHT 1 lb.
This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it’s crafted in the shape of a smiling weasel’s face. It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability (Bestiary 2 295). CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, beast shape I
COST 5,000 GP
WONDROUS ITEMS BELTS
BELT OF THUNDEROUS CHARGING
10,000 GP
AURA moderate transmutation
WEIGHT 1 lb.
CL 8th
PRICE
An engraving of a charging rhinoceros decorates this thick leather belt. The belt grants its wearer a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The belt magnifies the wearer’s momentum whenever she charges, granting her a +2 bonus on bull rush and overrun maneuvers. Furthermore, when the wearer makes a charge attack, her melee weapons and natural weapons deal damage as if they were one size category larger than they actually are. CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Craft Wondrous Item, bull’s strength, lead blades (Advanced Player’s Guide)
BELT OF TUMBLING AURA faint transmutation
PRICE
800 GP CL 1st
WEIGHT 1 lb.
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space. CONSTRUCTION REQUIREMENTS
COST 400 GP
Craft Wondrous Item, cat’s grace
BENEFICIAL BANDOLIER AURA moderate transmutation
PRICE
1,000 GP CL 9th
WEIGHT 2 lbs.
This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both. There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change. As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding. CONSTRUCTION REQUIREMENTS
COST 500 GP
Craft Wondrous Item, secret chest
BLADED BELT AURA faint transmutation
PRICE
2,000 GP CL 1st
WEIGHT 3 lbs.
Rather than being made of one continuous line of material, this belt consists of many bits of tanned leather joined together by thick metal studs. On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert
it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item. CONSTRUCTION REQUIREMENTS
COST 1,000 GP
Craft Wondrous Item, magic weapon
CHEST EYES
BLINKBACK BELT AURA moderate conjuration
BODY
PRICE
5,000 GP CL 7th
A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved. CONSTRUCTION REQUIREMENTS
COST 2,500 GP
Craft Wondrous Item, teleport object
CORD OF STUBBORN RESOLVE
15,000 GP
AURA moderate transmutation
WEIGHT 1 lb.
CL 8th
FEET
WEIGHT 2 lbs.
PRICE
HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn. Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage, and leaves the wearer fatigued instead of exhausted. CONSTRUCTION REQUIREMENTS
COST 7,500 GP
Craft Wondrous Item, bear’s endurance, lesser restoration
ELEMENTAL EARTH BELT AURA moderate transmutation
PRICE
24,000 GP CL 11th
WEIGHT 3 lbs.
This belt is constructed of flat pieces of slate connected with strong leather straps. This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, as though subject to the elemental body III spell. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS
COST 12,000 GP
Craft Wondrous Item, bear’s endurance, elemental body III
EQUESTRIAN BELT AURA faint transmutation
PRICE
3,200 GP CL 3rd
WEIGHT 1 lb.
This belt is worked with images of horses stampeding across a barren, windswept plain. The belt’s wearer automatically succeeds at any check to guide with the knees, stay in the saddle, fight with a combat-trained mount, control a mount in
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UlTimaTe eqUipmeNT battle, or make a fast mount or dismount, as long as the belt’s wearer is wearing medium, light, or no armor. Furthermore, the belt grants a +4 competence bonus on all other Ride checks, including ones made while the wearer is in heavy armor. CONSTRUCTION REQUIREMENTS
COST 1,600 GP
Craft Wondrous Item, cat’s grace
GORGON BELT AURA moderate transmutation
PRICE
23,000 GP CL 9th
WEIGHT 1 lb.
This belt grants its wearer a +4 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Furthermore, once per day on command, its wearer can spew a 60-foot cone of poisonous green gas as a breath weapon. Any creature caught in the area of the gas can attempt a DC 18 Fortitude saving throw to resist its effect, but if the creature fails the saving throw, it is paralyzed for 1d4 rounds. At the end of its turn, a creature petrified by this breath weapon can attempt a new save to end the paralysis effect. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS
COST 11,500 GP
Craft Wondrous Items, bull’s strength, feather step (Advanced Player’s Guide), poison
HEAVYLOAD BELT AURA faint transmutation
PRICE
2,000 GP CL 1st
WEIGHT 3 lbs.
This wide leather belt is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide). CONSTRUCTION REQUIREMENTS
COST 1,000 GP
Craft Wondrous Item, ant haul
MERFORM BELT AURA faint transmutation
PRICE
32,000 GP CL 3rd
WEIGHT 2 lbs.
Once per day, the wearer of this belt can command it to transform her into the form of a merfolk. While in this form, the wearer can breathe water and transform her lower body into a merfolk fishtail. Her new form provides a +2 natural armor bonus and a swim speed of 30 feet, though while the wearer is in this form her land speed is reduced to 5 feet. The wearer can take this form for up to 12 hours, and can end the effect at any time with a command. CONSTRUCTION REQUIREMENTS
COST 16,000 GP
Craft Wondrous Item, alter self, water breathing
MERIDIAN BELT AURA moderate transmutation
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CONSTRUCTION REQUIREMENTS
COST 500 GP
Craft Wondrous Item, polymorph
MINOTAUR BELT AURA faint transmutation
PRICE
11,000 GP CL 4th
WEIGHT 1 lb.
This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS
COST 5,500 GP
Craft Wondrous Items, bull’s strength, feather step (Advanced Player’s Guide)
MONKEY BELT AURA moderate transmutation
PRICE
9,400 GP CL 8th
WEIGHT 1 lb.
This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a –5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive. CONSTRUCTION REQUIREMENTS
COST 4,700 GP
Craft Wondrous Item, beast shape I, cat’s grace PRICE
1,000 GP CL 9th
foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (both hands, both feet, left hand and right foot, and so on). For example, a creature could wear a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires. The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn’t used to make that ring active during that attunement period.
WEIGHT 1 lb.
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to wear a magic ring on each
MONKEY BELT, GREATER AURA moderate transmutation
PRICE
18,000 GP CL 8th
WEIGHT 1 lb.
This belt functions as a monkey belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity.
WONDROUS ITEMS BELTS Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer speaks the command word to transform the belt into a prehensile tail, a greater monkey belt also gives the wearer a +5 circumstance bonus on Climb checks. CONSTRUCTION REQUIREMENTS
COST 9,000 GP
Craft Wondrous Item, beast shape I, bull’s strength, cat’s grace
PLAGUE RAT BELT
PRICE
5,200 GP
AURA moderate transmutation
CL 8th
WEIGHT 1 lb.
This belt grants its wearer a +2 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Also, as an immediate action three times per day, the wearer can call upon the belt to reroll a saving throw made to resist a disease or poison. The wearer must use the second roll, even if it is worse. CONSTRUCTION REQUIREMENTS
COST 2,600 GP
Craft Wondrous Item, bear’s endurance, neutralize poison, remove disease
PLAGUE RAT BELT, GREATER
11,200 GP
AURA moderate transmutation
WEIGHT 1 lb.
CL 8th
PRICE
This belt functions as a plague rat belt, except it grants the wearer a +2 enhancement bonus to Dexterity and Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. CONSTRUCTION REQUIREMENTS
COST 5,600 GP
Craft Wondrous Item, bear’s endurance, cat’s grace, neutralize poison, remove disease
SASH OF FLOWING WATER AURA moderate abjuration
PRICE
25,000 GP CL 10th
WEIGHT 1 lb.
If this belt’s wearer has at least one hand free (holding nothing), he can attempt to deflect a successful melee attack with an immediate action. To do so, he rolls an unarmed strike against the opponent, including any applicable modifiers such as a favored enemy bonus or the penalty for Power Attack. If his attack roll is greater than the opponent’s attack roll, the attack is negated without effect. The unarmed strike itself causes no damage and does not count as a successful attack against the opponent. The opponent does not need to be within the wearer’s reach to use this ability. Whether the attack succeeds or not, the wearer takes a –4 penalty on attack rolls until the end of his next turn. CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Craft Wondrous Item, Combat Expertise, Improved Unarmed Strike
SECURITY BELT AURA faint transmutation
PRICE
12,500 GP CL 5th
WEIGHT 1 lb.
A security belt increases the DC of Sleight of Hand checks made
against the wearer and checks to locate items or weapons hidden on the wearer’s person by 5. The wearer also gets a +5 bonus to CMD against the steal maneuver. Once per day on command, the wearer can touch a single item of up to 10 cubic feet and shrink it into a tiny cloth duplicate as the shrink item spell. With a move action, the wearer can draw one of these items from one of the belt’s pockets and return it to normal size. It is difficult to detect a security belt and any items in the pockets as magic. They are affected as though a constant magic aura spell were making them appear nonmagical. CONSTRUCTION REQUIREMENTS
COST 6,250 GP
Craft Wondrous Item, magic aura, shrink item
SERPENT BELT AURA faint transmutation
PRICE
9,000 GP CL 5th
WEIGHT 1 lb.
This belt’s wearer gains a +4 bonus on saves against poisons and a +2 bonus on Escape Artist checks. In addition, once per day on command, the belt can be animated as a venomous snake or constrictor snake (Bestiary 255) that obeys the animator’s spoken commands for up to an hour. If the animated snake is slain or moves 100 feet away from the animator, the snake reverts into belt form. CONSTRUCTION REQUIREMENTS
BODY CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
COST 4,500 GP
Craft Wondrous Item, beast form I, neutralize poison, summon nature’s ally II
SERPENT BELT, GREATER AURA faint transmutation
PRICE
20,000 GP CL 5th
WEIGHT 1 lb.
This belt functions as a serpent belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer animates the belt as a venomous or constrictor snake, she may speak a second command word to give the snake the advanced, celestial, entropic (Bestiary 2), fiendish, or resolute (Bestiary 2) simple template. Adding a planar template changes the snake’s alignment to that of the corresponding planes. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Wondrous Item, beast form I, bull’s strength, cat’s grace, neutralize poison, summon monster II or summon nature’s ally II
SHADOWFORM BELT AURA strong transmutation
PRICE
110,000 GP CL 17th
WEIGHT —
When wrapped around a wearer’s waist, this belt grants a +6 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Furthermore, as a swift action, its wearer can become incorporeal. While incorporeal, he does not gain a deflection bonus to AC based on his Charisma, but his natural armor bonus is converted to a deflection bonus. The wearer can remain incorporeal for up to 10 rounds per day. The rounds need not be consecutive. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cats grace, etherealness
COST 55,000 GP
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Body Slot Wondrous Items
The body slot consists of robes, vestments, and items that can be worn on or around the body. Anyone can use a body slot wondrous item unless specif ied otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.
BLAZING ROBE AURA moderate evocation
PRICE
11,000 GP CL 8th
WEIGHT 1 lb.
This red and orange silk robe gives viewers the impression of a flame roiling just below the fabric’s slick surface. The robe grants the wearer fire resistance 5 and increases the wearer’s caster level for all spells with the fire descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of fire. Creatures other than the wearer within the area take 2d6 points of fire damage (Reflex DC 16 half). CONSTRUCTION REQUIREMENTS
COST 5,500 GP
Craft Wondrous Item, Heighten Spell, resist energy, fireball
BODYWRAP OF MIGHTY STRIKES +1 bonus +2 bonus +3 bonus +4 bonus +5 bonus +6 bonus +7 bonus AURA faint evocation
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CL 5th
PRICE
VARIES 3,000 GP 12,000 GP 27,000 GP 48,000 GP 75,000 GP 108,000 GP 147,000 GP WEIGHT 1 lb.
This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3–8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A
bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability. CONSTRUCTION REQUIREMENTS +1 bonus +2 bonus +3 bonus +4 bonus +5 bonus +6 bonus +7 bonus
COST varies 1,500 GP 6,000 GP 13,500 GP 24,000 GP 37,500 GP 54,000 GP 73,500 GP
Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the bodywrap’s bonus, plus any requirements of the melee weapon special abilities
CASSOCK OF THE CLERGY AURA moderate abjuration
PRICE
4,600 GP CL 1st
WEIGHT 1 lb.
The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The wearer may command the cassock of the clergy to display the holy symbol of her deity or hide this symbol. At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use bless and sanctuary (DC 11) each once per day, and may prepare one additional orison each day. If the wearer is a spontaneous divine caster, once per day she may spend 1 hour in prayer to gain an orison of her choice as a spell known for the next 24 hours. CONSTRUCTION REQUIREMENTS
COST 2,300 GP
Craft Wondrous Item, bless, sanctuary, creator must be a divine spellcaster
CORSET OF DIRE WITCHCRAFT
22,000 GP
AURA moderate abjuration
WEIGHT 1 lb.
CL 6th
PRICE
This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone. A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours. This enhancement ends if the corset is removed or if she uses it to enhance a different hex. CONSTRUCTION REQUIREMENTS
COST 11,000 GP
Craft Wondrous Item, mage armor, creator must be a witch
CORSET OF THE VISHKANYA AURA faint transmutation
PRICE
3,000 GP CL 3rd
WEIGHT 1 lb.
WONDROUS ITEMS This black corset fits neatly beneath armor. As a free action, the wearer can compress herself to fit through tight spaces as though affected by a squeeze spell (Advanced Race Guide) for up to 10 rounds per day. While using the corset’s magic, she gains a +5 bonus on Escape Artist checks. CONSTRUCTION REQUIREMENTS
COST 1,500 GP
Craft Wondrous Item, grease, squeeze
DRUID’S VESTMENT AURA moderate transmutation
3,750 GP CL 10th
CONSTRUCTION REQUIREMENTS
WEIGHT —
COST 1,375 GP
Craft Wondrous Item, polymorph or wild shape ability
EIDOLON ANCHORING HARNESS CL 7th
PRICE
6,000 GP WEIGHT 1 lb.
Loadstone studs line the straps of this ornate leather harness. When worn by an eidolon, the bindings act as a dimensional safety harness, anchoring the outsider to its current plane. Any time the eidolon would be forced to return to its home plane (such as when it’s reduced to negative hit points equal to its Constitution score or when its master is rendered unconscious), it can expend one use of its summoner’s summon monster spelllike ability as a free action to remain on the Material Plane for 1 round. The summoner does not need to be conscious for the eidolon to use this ability, but he must be within 100 feet. If the summoner is conscious, he can refuse to allow this expenditure (which means the eidolon is forced back to its home plane). If the condition that would have sent the eidolon back to its home plane is still in effect after 1 round has passed, the eidolon may expend another use of its master’s summon monster spell-like ability; otherwise it immediately returns to its home plane. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Craft Wondrous Item, dimensional anchor
GUNMAN’S DUSTER AURA strong abjuration
Table 5–3: Body Slot Wondrous Items d%
LESSER MINOR BODY ITEM
PRICE
01–20 21–35 36–60 61–70 71–80 81–100
Robe of infinite twine Robe of needles Robe of bones Bodywrap of mighty strikes +1 Corset of the vishkanya Druid’s vestment
d%
GREATER MINOR BODY ITEM
PRICE
01–15 16–30 31–45 46–60 61–75 76–100
Cassock of the clergy Mnemonic vestment Robe of components Sorcerer’s robe Eidolon anchoring harness Robe of useful items
4,600 gp 5,000 gp 5,000 gp 5,000 gp 6,000 gp 7,000 gp
d%
LESSER MEDIUM BODY ITEM
PRICE
01–15 16–26 27–37 38–48 49–59 60–75 76–100
Robe of blending Blazing robe Shocking robe Voidfrost robe Bodywrap of mighty strikes +2 Monk’s robe Robe of arcane heritage
1,000 gp 1,000 gp 2,400 gp 3,000 gp 3,000 gp 3,750 gp
BODY CHEST EYES FEET
PRICE
This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with elaborate plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.
AURA moderate abjuration
BELTS
PRICE
36,000 GP CL 12th
WEIGHT 5 lbs.
This long, loose-fitting coat grants a +4 armor bonus to AC and a +2 luck bonus to the wearer’s touch AC against firearm attacks. If the wearer is a gunslinger or has the Amateur Gunslinger feat (see Ultimate Combat), she begins each day with 1 additional grit point. This extra point does not increase her maximum grit
d%
GREATER MEDIUM BODY ITEM
01–25 26–52 53–76 77–100
Xorn robe Corset of dire witchcraft Bodywrap of mighty strikes +3 Robe of scintillating colors
d%
LESSER MAJOR BODY ITEM
01–40 41–80 81–100
Gunman’s duster Bodywrap of mighty strikes +4 Smuggler’s collapsible robe
8,400 gp 11,000 gp 11,000 gp 11,000 gp 12,000 gp 13,000 gp 16,000 gp
HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
PRICE
20,000 gp 22,000 gp 27,000 gp 27,000 gp PRICE
36,000 gp 48,000 gp 48,000 gp
d%
GREATER MAJOR BODY ITEM
01–10 11–15 16–20 21–40 41–51 52–67 68–77 78–97 98–100
Robe of stars 58,000 gp Robe of gates 64,000 gp Otherworldly kimono 67,000 gp Bodywrap of mighty strikes +5 75,000 gp Resplendent robe of the thespian 75,000 gp Robe of the archmagi 75,000 gp Bodywrap of mighty strikes +6 108,000 gp Robe of eyes 120,000 gp Bodywrap of mighty strikes +7 147,000 gp
PRICE
total. When the wearer uses the gunslinger’s dodge deed, the deed’s dodge bonuses to AC increase by +1. If the wearer is not a gunslinger, she may use the gunslinger’s dodge deed once per day. CONSTRUCTION REQUIREMENTS
COST 18,000 GP
Craft Wondrous Item, Amateur Gunslinger or creator must be a gunslinger, bullet shield
215
UlTimaTe eqUipmeNT MNEMONIC VESTMENT AURA strong transmutation
PRICE
5,000 GP CL 17th
WEIGHT 1 lb.
The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface. If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spellbook) as if she knew that spell. The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended. The caster must also understand the written source (such as using Decipher Script or read magic) and be carrying it. Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on. Using a mnemonic vestment’s properties does not consume the written source. A mnemonic vestment must be worn for 24 consecutive hours before using its effects. CONSTRUCTION REQUIREMENTS
COST 2,500 GP
Craft Wondrous Item, mnemonic enhancer, creator must be able to spontaneously cast spells
MONK’S ROBE AURA moderate transmutation
PRICE
13,000 GP CL 10th
WEIGHT 1 lb.
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5thlevel monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk’s AC bonus. CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item, righteous might or transformation
OTHERWORLDLY KIMONO AURA strong conjuration
216
PRICE
67,000 GP CL 15th
WEIGHT 1 lb.
Embroidered images of cherry blossoms and cranes in flight adorn this blue silk kimono. The wearer can move and reposition these images on the kimono at will. The kimono grants its wearer a +4 resistance bonus on all saving throws and a +4 bonus on all caster level checks. Once per day, the wearer can capture a single creature within 60 feet within the kimono (no save), shunting the victim into an extradimensional space similar to that created by a maze spell. Inside this otherworldly prison, the maze appears as an endless cherry orchard filled with “walls” of windblown cherry blossoms and cranes flying overhead. Each round on its turn, the victim inside the kimono may attempt a DC 20 Intelligence check to escape the kimono as a full-round action. If the victim doesn’t escape, it is released after 10 minutes, returning to where it had been before the kimono drew it in. If this location is occupied by another creature or a solid object, the subject appears in the nearest open space.
Whenever a creature is drawn inside the kimono, the victim’s image temporarily manifests as another embroidered design among the kimono’s other images. While a victim is trapped inside, the kimono’s bonuses on saving throws and caster level checks are increased by 2 (to +6). The kimono’s increased bonuses return to normal when the victim is freed or released. CONSTRUCTION REQUIREMENTS
COST 33,500 GP
Craft Wondrous Item, Heighten Spell, maze, resistance
RESPLENDENT ROBE OF THE THESPIAN
75,000 GP
AURA strong varied
WEIGHT 1 lb.
CL 16th
PRICE
These magnificent vestments disguise the presence of armor as normal clothing (as the glamered armor property). When worn by a bard, the robe grants the wearer the following powers: • Spell resistance 18 • +4 resistance bonus on all saving throws • +2 enhancement bonus on caster level checks made to overcome spell resistance Bards and those who fancy themselves actors or performers commission versions of these robes using only the finest fabric. CONSTRUCTION REQUIREMENTS
COST 37,500 GP
Craft Wondrous Item, antimagic field, break enchantment, greater heroism, veil
ROBE OF ARCANE HERITAGE
16,000 GP
AURA moderate necromancy
WEIGHT 1 lb.
CL 9th
PRICE
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. CONSTRUCTION REQUIREMENTS
COST 8,000 GP
Craft Wondrous Item, speak with dead, creator must be a sorcerer
ROBE OF BLENDING AURA moderate transmutation
PRICE
8,400 GP CL 10th
WEIGHT 1 lb.
Once per day this simple woolen robe allows you to assume the form of another humanoid creature, as if using alter self. This change lasts for 1 hour, although you can end it prematurely as a free action. While in this form, you also gain the ability to speak and understand the basic racial languages of your chosen form. For example, if you take the form of an orc, you can speak and understand Orc. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, alter self, tongues
COST 4,200 GP
WONDROUS ITEMS BELTS
ROBE OF BONES
PRICE
2,400 GP
AURA moderate necromancy
CL 6th
WEIGHT 1 lb.
This sinister item functions much like a robe of useful items, but specifically for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery, recognize them as the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead: • Human skeleton • Fast goblin zombie • Wolf skeleton • Tough human zombie • Heavy horse skeleton • Plague ogre zombie CONSTRUCTION REQUIREMENTS
COST 1,200 GP
Craft Wondrous Item, animate dead
or objects within 120 feet. The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can’t be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes the wearer to be blinded for 1d3 minutes. A daylight spell blinds the wearer for 2d4 minutes. CONSTRUCTION REQUIREMENTS
COST 60,000 GP
Craft Wondrous Item, true seeing
ROBE OF GATES AURA strong conjuration
PRICE
64,000 GP CL 17th
Silver circles and conjuring runes decorate this black robe. Three times per day when the wearer uses a summoning spell or spell-like ability to summon a variable number of creatures, he can choose to summon the maximum number of creatures possible. Creatures summoned in this way step from the shadowy folds of the robe, and appear adjacent to the wearer. If there isn’t sufficient room for all the creatures to appear, the extra creatures are wasted and do not appear. If the wearer is a summoner, he can call upon the robe to summon his eidolon as a standard action once per day. It must appear adjacent to the summoner when called this way. CONSTRUCTION REQUIREMENTS
ROBE OF COMPONENTS AURA moderate conjuration
PRICE
5,000 GP CL 7th
WEIGHT 1 lb.
The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell. The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer’s spellcasting. The robe can even produce spell components or foci with a specific cost, though it provides no more than 50 gp worth of such materials in any single day. The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer’s person or when the spell requiring them is cast. CONSTRUCTION REQUIREMENTS
COST 2,500 GP
Craft Wondrous Item, minor creation
CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
COST 32,000 GP
Craft Wondrous Item, Maximize Spell, gate, summon eidolon
ROBE OF INFINITE TWINE AURA moderate conjuration
PRICE
1,000 GP CL 7th
WEIGHT 1 lb.
This coarse hempen robe seems made from a single strand of twine. The wearer can draw up to 30 feet of twine or up to 10 feet of hemp rope per round from the robe without harming it. As an immediate action, the wearer can draw up to 150 feet of twine or 50 feet of rope from the robe, but this gives the robe the broken condition and suppresses its powers until it is repaired. Twine or rope drawn from the robe remains connected until cut or torn, but is treated as common material rather than part of a magic item. Pieces removed become normal twine or rope. CONSTRUCTION REQUIREMENTS
COST 500 GP
Craft Wondrous Item, minor creation
ROBE OF EYES
120,000 GP
ROBE OF NEEDLES
WEIGHT 1 lb.
AURA faint evocation
PRICE
AURA moderate divination
WEIGHT 1 lb.
BODY
CL 11th
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal creatures
PRICE
1,000 GP CL 5th
WEIGHT 4 lbs.
This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing 1 point of piercing damage and 1
217
UlTimaTe eqUipmeNT point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning. CONSTRUCTION REQUIREMENTS
COST 500 GP
Craft Wondrous Item, bleed
ROBE OF SCINTILLATING COLORS
27,000 GP
AURA moderate illusion
WEIGHT 1 lb.
CL 11th
PRICE
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). Additionally, the robe continuously illuminates a 30-foot radius. The effect can be used no more than a total of 10 rounds per day. CONSTRUCTION REQUIREMENTS
COST 13,500 GP
Craft Wondrous Item, blur, rainbow pattern
ROBE OF STARS AURA strong varied
218
CONSTRUCTION REQUIREMENTS
AURA moderate transmutation
COST 29,000 GP
CL 14th
WEIGHT 1 lb.
COST 37,500 GP
Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe
WEIGHT 1 lb.
Craft Wondrous Item, magic missile, astral projection or plane shift
PRICE
75,000 GP
This normal-appearing garment is attuned to one of three types of alignment. It can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer’s alignment doesn’t match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item’s powers once the robe is donned. These powers are as follows. • +5 armor bonus to AC • Spell resistance 18 • +4 resistance bonus on all saving throws • +2 enhancement bonus on caster level checks made to overcome spell resistance If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.
ROBE OF USEFUL ITEMS
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell. Once he has done so, the wearer can also return to his plane of origin on command, also as per the plane shift spell. This robe also grants its wearer a +1 luck bonus on all saving throws. Finally, the wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month. CONSTRUCTION REQUIREMENTS
AURA strong varied
58,000 GP
PRICE
CL 15th
ROBE OF THE ARCHMAGI
PRICE
7,000 GP CL 9th
WEIGHT 1 lb.
A character who dons this battered robe notes that its patches rearrange into the shapes of various helpful but mundane items. Only the wearer of the robe can see the true shapes of these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches: • Dagger • Bullseye lantern (full and lit) • Mirror (a highly polished 2-foot-by-4-foot steel mirror) • Pole (10-foot length) • Hempen rope (50-foot coil) • Sack In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.
WONDROUS ITEMS BELTS d%
RESULT
01–08 Bag of 100 gold pieces 09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value 16–22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself) 23–30 Gems, 10 (100 gp value each) 31–44 Ladder, wooden (24 ft. long) 45–51 Mule (with saddlebags) 52–59 Pit, open (10 ft. by 10 ft. by 10 ft.) 60–68 Potion of cure serious wounds 69–75 Rowboat (12 ft. long) 76–83 Minor scroll of one randomly determined spell 84–90 War dogs, pair (treat as riding dogs) 91–96 Window (2 ft. by 4 ft., up to 2 ft. deep) 97–100 Portable ram Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced. CONSTRUCTION REQUIREMENTS
COST 3,500 GP
Craft Wondrous Item, fabricate
SHOCKING ROBE
11,000 GP
AURA moderate abjuration and evocation CL 10th
WEIGHT 1 lb.
PRICE
This violet and yellow silk robe gives the impression of electricity crackling over its surface. The robe grants the wearer electricity resistance 5 and increases the wearer’s caster level for all spells with the electricity descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of electricity. Creatures other than the wearer within the area take 2d6 points of electricity damage (Reflex DC 16 half). CONSTRUCTION REQUIREMENTS
COST 5,500 GP
Craft Wondrous Item, Heighten Spell, resist energy, lightning bolt
SMUGGLER’S COLLAPSIBLE ROBE
48,000 GP
AURA moderate conjuration
WEIGHT 1 lb.
CL 9th
PRICE
Appearing to be nothing more than a ratty wool robe with a hood, this garment is an invaluable tool for spies, thieves, and smugglers. On command, the wearer and non-living objects up to her maximum load are sucked into an extradimensional space within the robe, leaving the robe to collapse where the wearer was standing. The robe appears to be merely a pile of discarded clothes, and does not detect as magical or function so long as the wearer is within the extradimensional space. While inside the extradimensional space, the wearer cannot take most actions, but can breathe comfortably for up to 24 hours. The wearer can see the area around the robe, though special senses such as darkvision or blindsense do not function. The wearer may leave the extradimensional space with a thought as a free action—the only action he can make while inside the extradimensional space. He reappears wearing the robe once
more. However, if there is not enough room for the wearer to reappear (for example, if the robe was placed inside a small box) then the wearer cannot leave the extradimensional space. If the robe is destroyed or its magic suppressed while the wearer is within the extradimensional space, or if he spends 24 hours within it, he and all objects inside reappear instantaneously in the robe’s space, and the wearer is dazed for one round. CONSTRUCTION REQUIREMENTS
COST 24,000 GP
Craft Wondrous Item, secret chest, magic aura, arcane eye
SORCERER’S ROBE AURA moderate evocation
BODY CHEST EYES FEET HANDS
PRICE
5,000 GP CL 10th
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day. CONSTRUCTION REQUIREMENTS
HEAD
WEIGHT 1 lb.
HEADBAND NECK SHOULDERS WRISTS SLOTLESS
COST 2,500 GP
Craft Wondrous Item, Quicken Spell-Like Ability, creator must be a sorcerer
VOIDFROST ROBE
11,000 GP
AURA moderate abjuration and evocation CL 10th
WEIGHT 1 lb.
PRICE
This blue and white silk robe gives the impression of ice and frozen fog forming over its surface. The robe grants the wearer cold resistance 5 and increases the wearer’s caster level for all spells with the cold descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-footradius burst of cold. Creatures other than the wearer within the area take 2d6 points of cold damage (Reflex DC 16 half). CONSTRUCTION REQUIREMENTS
COST 5,500 GP
Craft Wondrous Item, Heighten Spell, resist energy, cone of cold
XORN ROBE AURA moderate transmutation
PRICE
20,000 GP CL 9th
WEIGHT 1 lb.
This brown and gray robe is always dirty, and the chest and the back of each shoulder is decorated with a gem-like eye pattern. The wearer gains a +5 bonus on Perception checks, and can use earth glide to pass through up to 20 feet of natural or worked stone per day. The distance traveled with earth glide does not need to be consecutive, but it must be used in 5-foot increments. The wearer is able to safely chew, swallow, digest, and derive nutrition from gems, precious metals, and metallic ore, with 100 gp worth of these materials sustaining him for 1 full day. If the wearer removes the robe after such a meal, he is sickened until 24 hours have passed since the last meal of this kind. Wearing the robe again immediately negates this penalty. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Wondrous Item, passwall, purify food and drink
219
UlTimaTe eqUipmeNT
Chest Slot Wondrous Items
The chest slot consists of jackets, mantles, shirts, vests, and other items that can be worn around the torso or chest. Anyone can use a chest slot wondrous item unless specif ied otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.
ALL TOOLS VEST AURA faint conjuration
CL 1st
CONSTRUCTION REQUIREMENTS
WEIGHT 5 lbs.
COST 900 GP
Craft Wondrous Item, summon instrument
BANDAGES OF RAPID RECOVERY CL 1st
PRICE
200 GP WEIGHT 1 lb.
These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest, regardless of activity (Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first. CONSTRUCTION REQUIREMENTS
COST 100 GP
Craft Wondrous Item, cure light wounds, lesser restoration, stabilize
BANE BALDRIC AURA moderate conjuration
220
CONSTRUCTION REQUIREMENTS
COST 5,000 GP
Craft Wondrous Item, summon monster I, creator must be an inquisitor
PRICE
1,800 GP
This well-made leather vest bears numerous shiny metal buttons, which stud a number of bulging pockets. Once per day, as a standard action, the wearer can speak the vest’s command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.
AURA faint conjuration
she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon.
PRICE
10,000 GP CL 10th
WEIGHT 1 lb.
This ornate sash of embroidered velvet stretches across the chest from shoulder to waist. If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities. If the wearer is not an inquisitor,
CACKLING HAG’S BLOUSE AURA faint enchantment
PRICE
6,000 GP CL 3rd
WEIGHT 2 lbs.
This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Craft Wondrous Item, hideous laughter or the cackle hex, creator must have 5 ranks in Intimidate
DEADSHOT VEST AURA faint necromancy
PRICE
6,000 GP CL 3rd
WEIGHT 1 lb.
This rough vest of black snakeskin is decorated with a fringe of rawhide tassels, each knotted around a bit of bone or a small animal skull. A gunslinger with the deadeye deed reduces the grit point cost to use that deed by 1 (minimum 1 grit). In addition, once per day when the wearer reduces a creature to 0 or fewer hit points with a firearm she can use death knell (Will DC 13 negates) against that target as a swift action. She does not have to touch the target to activate this ability, but her range increment penalty for shooting the target also applies to the saving throw DC of the death knell (for example, if the range increment penalty is –2, the DC is 11). CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Craft Wondrous Item, death knell, true strike
ENDLESS BANDOLIER AURA moderate conjuration
PRICE
1,500 GP CL 9th
WEIGHT 2 lbs.
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm, see Ultimate Combat), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or
WONDROUS ITEMS a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it. CONSTRUCTION REQUIREMENTS
COST 750 GP
Craft Wondrous Item, secret chest
MANTLE OF FAITH
BELTS
Table 5—4: Chest Slot Wondrous Items d%
LESSER MINOR CHEST ITEM
01–15 16–30 31–50 51–75 76–100
Bandages of rapid recovery Quick runner’s shirt Endless bandolier All tools vest Vest of surgery
PRICE
200 gp 1,000 gp 1,500 gp 1,800 gp 3,000 gp
PRICE
76,000 GP
AURA strong abjuration
CL 20th
WEIGHT —
This holy garment bears the varied religious icons and favored colors of a specific faith. When worn over normal clothing, it grants damage reduction 5/evil to the character wearing it. CONSTRUCTION REQUIREMENTS
COST 38,000 GP
Craft Wondrous Item, stoneskin
MANTLE OF IMMORTALITY AURA strong transmutation
WEIGHT 1 lb.
This elegant cape, trimmed in gold in a pattern resembling an ancient maze, forestalls the negative effects of aging. The wearer no longer suffers penalties to Strength, Dexterity, and Constitution from being of middle age or older (Core Rulebook 169). The penalties return if the robe is removed (or its powers suppressed), and the sudden weight of years is so traumatic that the wearer must make a DC 20 Fortitude save or be exhausted for 24 hours. Donning the robe again removes the age penalties, but does not remove this exhaustion, which must pass on its own or be remedied with magic. CONSTRUCTION REQUIREMENTS
COST 25,000 GP
Craft Wondrous Item, greater age resistance
MANTLE OF SPELL RESISTANCE CL 9th
PRICE
90,000 GP WEIGHT —
This light mantle bears a variety of mysterious symbols. When worn over normal clothing or armor, this magical garment grants the wearer spell resistance 21. CONSTRUCTION REQUIREMENTS
COST 45,000 GP
Craft Wondrous Item, spell resistance
PRICE
Sash of the war champion Sipping jacket Tunic of careful casting Vest of escape Cackling hag’s blouse Deadshot vest Prophet’s pectoral Tunic of deadly might Vest of the vengeful tracker Resplendent uniform coat
4,000 gp 5,000 gp 5,000 gp 5,200 gp 6,000 gp 6,000 gp 6,000 gp 6,000 gp 6,000 gp 7,000 gp
d%
LESSER MEDIUM CHEST ITEM
01–13 14–28 29–40 41–60 61–80 81–100
Shirt of immolation Snakeskin tunic Bane baldric Unfettered shirt Poisoner’s jacket, lesser Vest of the cockroach
d%
GREATER MEDIUM CHEST ITEM
01–50 51–100
Vest of stable mutation Spectral shroud
PRICE
60,000 GP CL 11th
WEIGHT 2 lbs.
This sash of white silk embroidered with golden suns never tears, fades, or soils. Once per day, a paladin wearing this baldric can select three extra mercies of her level or lower she does not already know and add them to the list of mercies she can use for the day. She has access to these
PRICE
8,000 gp 8,000 gp 10,000 gp 10,000 gp 12,000 gp 16,000 gp
CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
PRICE
20,000 gp 26,000 gp
d%
LESSER MAJOR CHEST ITEM
PRICE
01–60 61–100
Mantle of immortality Poisoner’s jacket, greater
50,000 gp 58,000 gp
d%
GREATER MAJOR CHEST ITEM
PRICE
01–35 36–70 71–100
Merciful baldric Mantle of faith Mantle of spell resistance
60,000 gp 76,000 gp 90,000 gp
mercies for 24 hours. When the wearer uses a mercy to remove a condition caused by a curse, disease, or poison, the mercy actually cures the source curse, disease, or poison rather than merely suppressing it for 1 hour. CONSTRUCTION REQUIREMENTS
MERCIFUL BALDRIC AURA moderate conjuration
GREATER MINOR CHEST ITEM
01–10 11–20 21–31 32–42 43–52 53–62 63–70 71–79 80–90 91–100
PRICE
50,000 GP CL 17th
AURA moderate abjuration
d%
BODY
COST 30,000 GP
Craft Wondrous Item, Extra Mercy, remove disease, remove curse, creator must be lawful good
POISONER’S JACKET, GREATER
58,000 GP
AURA strong conjuration and necromancy CL 15th
WEIGHT 4 lbs.
PRICE
This jacket has the abilities of a lesser poisoner’s jacket, and once per day the wearer can create a vial that reproduces the effect of any poison in the Core Rulebook that costs 4,000
221
UlTimaTe eqUipmeNT gp or less. The jacket’s poison always looks like a murky lime fluid. This poison becomes inert after 1 hour. CONSTRUCTION REQUIREMENTS
COST 29,000 GP
Craft Wondrous Item, major creation, poison
wearer’s shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features. CONSTRUCTION REQUIREMENTS
POISONER’S JACKET, LESSER
PRICE
12,000 GP
AURA faint conjuration and necromancy CL 5th WEIGHT 3 lbs. Three times per day, the wearer of this dark jacket can create a vial containing one dose of any poison from the Core Rulebook that costs 300 gp or less. The jacket’s poison always looks like a murky amber fluid. This poison becomes inert after 1 hour. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Wondrous Item, minor creation, poison
PROPHET’S PECTORAL AURA faint divination
PRICE
6,000 GP CL 3rd
WEIGHT 1 lb.
The sacred stones, graven star-patterns, and wisdom-writings on this chestplate increase the wearer’s chance of success with augury, divination, and contact other plane. The wearer adds 1d6 to the d% roll each time she uses such a spell. When casting commune or commune with nature, the wearer may ask one additional question or gain one additional piece of information. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Craft Wondrous Item, divination, guidance
QUICK RUNNER’S SHIRT AURA faint transmutation
PRICE
1,000 GP CL 5th
WEIGHT —
This shirt is made of gossamer-thin fabric embroidered with winged feet. Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions. A character must wear this shirt continuously for 24 hours before he can activate this ability CONSTRUCTION REQUIREMENTS
COST 500 GP
Craft Wondrous Item, haste
RESPLENDENT UNIFORM COAT AURA faint enchantment
CL 5th
PRICE
7,000 GP WEIGHT 5 lbs.
This woolen long coat is typically worn over light armor by military commanders. A cavalier with the tactician ability may use that ability one additional time per day, and his tactician ability affects allies within 60 feet instead of 30 feet. CONSTRUCTION REQUIREMENTS
COST 3,500 GP
Craft Wondrous Item, heroism
COST 2,000 GP
Craft Wondrous Item, cat’s grace, remove fear
SHIRT OF IMMOLATION AURA moderate evocation
PRICE
8,000 GP CL 10th
Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive. CONSTRUCTION REQUIREMENTS
COST 4,000 GP
Craft Wondrous Item, fire shield
SIPPING JACKET AURA moderate transmutation
PRICE
5,000 GP CL 7th
222
SASH OF THE WAR CHAMPION
4,000 GP
AURA moderate abjuration
WEIGHT 1 lb.
CL 9th
This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the
WEIGHT 5 lbs.
Absorbent fibers line this heavy canvas coat. Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused. CONSTRUCTION REQUIREMENTS
COST 2,500 GP
Craft Wondrous Item, amplify elixir
SNAKESKIN TUNIC
PRICE
8,000 GP
AURA moderate abjuration and transmutation CL 8th WEIGHT 2 lbs. A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison. CONSTRUCTION REQUIREMENTS
PRICE
WEIGHT 1 lb.
COST 4,000 GP
Craft Wondrous Item, cat’s grace, delay poison
SPECTRAL SHROUD AURA moderate necromancy
PRICE
26,000 GP CL 5th
WEIGHT —
WONDROUS ITEMS BELTS This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility. Once per day, the wearer can become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability. The wearer can’t attack while incorporeal, but can dismiss the effect as a move action. CONSTRUCTION REQUIREMENTS
COST 13,000 GP
Craft Wondrous Item, hide from undead, see invisibility
TUNIC OF CAREFUL CASTING
5,000 GP
AURA faint abjuration
WEIGHT 1 lb.
PRICE
CL 3rd
This woolen garment is decorated with a pattern of linked chains embroidered in silver and black thread. It assists the wearer with maintaining focus during spellcasting, granting a +2 bonus on Concentration checks. CONSTRUCTION REQUIREMENTS
COST 2,500 GP
Craft Wondrous Item, Combat Casting
TUNIC OF DEADLY MIGHT AURA faint evocation
PRICE
6,000 GP CL 3rd
WEIGHT 2 lbs.
This tunic is crafted from golden thread, and has silver-hemmed sleeves. The wearer gains a +2 bonus to Combat Maneuver Defense against disarm and sunder combat maneuvers. If the wearer is a samurai, twice per day as a swift action he can apply the effects of the thundering weapon special ability (Core Rulebook 472) to a successful critical hit against the target of his challenge. CONSTRUCTION REQUIREMENTS
COST 3,000 GP
Craft Wondrous Item, blindness/deafness, mage armor
UNFETTERED SHIRT
PRICE
10,000 GP
AURA moderate abjuration and transmutation CL 7th
WEIGHT —
This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer’s movement. Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes. CONSTRUCTION REQUIREMENTS
COST 2,600 GP
Craft Wondrous Item, knock, grease
VEST OF STABLE MUTATION AURA moderate abjuration
PRICE
CHEST
WEIGHT 2 lbs.
EYES
20,000 GP CL 8th
This leather vest is fitted with a number of pockets that are useful for storing the ingredients necessary for alchemical tinkering. The main ability of this vest, however, is to lessen the debilitating effects of an alchemist’s mutagen. While under the effect of any type of mutagen, the wearer takes no penalty to mental ability scores from that mutagen. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom, creator must be an alchemist
VEST OF SURGERY AURA faint conjuration
BODY
FEET HANDS HEAD HEADBAND NECK
PRICE
3,000 GP CL 5th
This emerald vest has four prominent and bulging pockets along its front. The wearer is always treated as if using a healer’s kit when making Heal checks (Core Rulebook 161). Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage. CONSTRUCTION REQUIREMENTS
SHOULDERS
WEIGHT 4 lbs.
WRISTS SLOTLESS
COST 1,500 GP
Craft Wondrous Item, lesser restoration, creator must have 5 ranks in Heal
VEST OF THE COCKROACH AURA faint necromancy
PRICE
16,000 GP CL 3rd
WEIGHT 2 lbs.
This padded and slightly bulky vest, made from red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever she is lying prone. If the wearer is a rogue, she gains the resiliency rogue talent. If she already has this talent, activating the talent grants her 2 hit points per rogue level instead of 1. CONSTRUCTION REQUIREMENTS
COST 8,000 GP
Craft Wondrous Item, false life
COST 5,000 GP
Craft Wondrous Item, cat’s grace, freedom of movement
VEST OF ESCAPE AURA faint conjuration and transmutation
CONSTRUCTION REQUIREMENTS
PRICE
5,200 GP CL 4th
WEIGHT —
This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining. Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.
VEST OF THE VENGEFUL TRACKER AURA faint divination
CL 5th
PRICE
6,000 GP WEIGHT 3 lbs.
This green-and-brown vest has pockets sewn along its length, each with a tiny lodestone button. The wearer feels a surge of heroism when she tracks down prey. She gains a +1 morale bonus on the first attack and damage rolls made with weapons against creatures she has successfully tracked within the previous 24 hours. If her target is flat-footed, this bonus increases to +2. If her target is also her favored enemy, she gains a +4 bonus on critical hit confirmation rolls against the target. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, commune with nature
COST 3,000 GP
223
UlTimaTe eqUipmeNT
Eyes Slot Wondrous Items
The eyes slot consists of eyes, goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes. Anyone can use an eyes slot wondrous item unless specif ied otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.
ANNIHILATION SPECTACLES AURA moderate transmutation
CL 11th
PRICE
25,000 GP WEIGHT 1/4 lb.
Creatures viewed through these darkly tinted glasses sometimes seem to flicker briefly in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn’t know that spell. CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Craft Wondrous Item, disintegrate, creator must be a transmuter
ARACHNID GOGGLES AURA moderate transmutation
PRICE
15,000 GP CL 9th
WEIGHT 2 lbs.
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision (Bestiary 2). CONSTRUCTION REQUIREMENTS
COST 7,500 GP
Craft Wondrous Item, countless eyes (Ultimate Magic)
BLIND MAN’S FOLD AURA moderate transmutation
PRICE
12,000 GP CL 6th
WEIGHT —
Fashioned from a scrap of a blind beggar’s clothing, a blind man’s fold is often used by explorers who must traverse caves inhabited by invisible creatures, or those drawn to sources of light. A blind man’s fold fully obscures normal vision while worn, but grants the effects of the Improved Blind-Fight feat (Advanced Player’s Guide 162). Creatures which are unable to see normally gain no benefit from wearing a blind man’s fold. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Wondrous Item, Improved Blind-Fight, darkness
DARKLANDS GOGGLES AURA moderate transmutation
224
PRICE
20,000 GP CL 6th
WEIGHT —
These goggles’ dark lenses are made of round obsidian sheets thin enough to see through. They grant the wearer darkvision 120, as well as a +4 competence bonus on
Perception checks and Survival checks made to track while underground. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Wondrous Item, darkvision, terrain bond (Ultimate Magic)
DEATHWATCH EYES AURA faint necromancy
PRICE
2,000 GP CL 1st
WEIGHT —
These blood red crystal lenses fit snugly over the wearer’s eyes. The wearer gains the constant effects of the deathwatch spell. CONSTRUCTION REQUIREMENTS
COST 1,000 GP
Craft Wondrous Item, deathwatch
EYES OF CHARMING AURA moderate enchantment
PRICE
56,000 GP CL 7th
WEIGHT —
These two crystal lenses fit over the user’s eyes. The wearer is able to use charm person (one target per round) merely by meeting a target’s gaze. Those targets failing a DC 16 Will save are charmed as per the spell. Both lenses must be worn for the magic item to take effect. CONSTRUCTION REQUIREMENTS
COST 28,000 GP
Craft Wondrous Item, Heighten Spell, charm person
EYES OF DOOM AURA moderate necromancy
PRICE
25,000 GP CL 11th
WEIGHT —
These crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. The wearer also gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week. Both lenses must be worn for the magic item to take effect. CONSTRUCTION REQUIREMENTS
COST 12,500 GP
Craft Wondrous Item, doom, deathwatch, fear
EYES OF EYEBITE AURA moderate necromancy
PRICE
30,000 GP CL 11th
WEIGHT —
These glasses look like golden teeth holding a pair of greentinted lenses. The wearer may use eyebite 11 times per day on command, affecting one target for each use of the spell. The wearer does not need to use these rounds consecutively, but each activation is a standard action (unlike the spell, in which targeting a new foe is a swift action). If the wearer removes the glasses, the eyebite effects immediately end. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eyebite
COST 15,000 GP
WONDROUS ITEMS
EYES OF KEEN SIGHT AURA faint transmutation
PRICE
6,000 GP CL 1st
WEIGHT —
These clear crystals fit over the wearer’s eyes. They grant the wearer a +2 competence bonus on Perception checks, and the wearer gains low-light vision. If the wearer has low-light vision already, these lenses double the distance the wearer can see with this vision. CONSTRUCTION REQUIREMENTS
EYES OF THE DRAGON
PRICE
110,000 GP CL 15th
WEIGHT —
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light. CONSTRUCTION REQUIREMENTS
COST 55,000 GP
Craft Wondrous Item, form of the dragon III
EYES OF THE EAGLE AURA faint divination
Table 5–5: Eyes Slot Wondrous Items d%
LESSER MINOR EYE ITEM
PRICE
01–18 19–38 39–58 59–72 73–87 88–100
Deathwatch eyes Eyes of the eagle Goggles of minute seeing Pirate’s eye patch Spectacles of understanding Lenses of detection
d%
GREATER MINOR EYE ITEM
01–20 21–44 45–66 67–84 85–100
Eyes of the owl Eyes of keen sight Treasure hunter’s goggles Inquisitor’s monocle Kinsight goggles
2,000 gp 2,500 gp 2,500 gp 2,600 gp 3,000 gp 3,500 gp
COST 3,000 GP
Craft Wondrous Item, keen senses (Advanced Player’s Guide)
AURA strong transmutation
BELTS
PRICE
2,500 GP CL 3rd
WEIGHT —
d%
LESSER MEDIUM EYE ITEM
01–16 17–31 32–48 49–67 68–82 83–100
Goggles of elvenkind Goggles of brilliant light Blind man’s fold Goggles of night Lenses of figment piercing Arachnid goggles
PRICE
4,000 gp 6,000 gp 6,400 gp 6,800 gp 7,500 gp PRICE
8,500 gp 8,800 gp 12,000 gp 12,000 gp 12,000 gp 15,000 gp
d%
GREATER MEDIUM EYE ITEM
These lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.
01–21 22–40 41–58 59–77 78–100
Darklands goggles Sniper goggles Rainbow lenses Annihilation spectacles Eyes of doom
CONSTRUCTION REQUIREMENTS
d%
LESSER MAJOR EYE ITEM
PRICE
01–60 61–100
Eyes of eyebite Sniper goggles, greater
30,000 gp 50,000 gp
COST 1,250 GP
Craft Wondrous Item, clairaudience/clairvoyance
EYES OF THE OWL AURA faint transmutation
BODY CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
PRICE
20,000 gp 20,000 gp 21,000 gp 25,000 gp 25,000 gp
PRICE
4,000 GP CL 5th
WEIGHT —
These magical goggles are decorated with owl motifs, including clusters of feathers over the eyes. The wearer gains low-light vision. CONSTRUCTION REQUIREMENTS
COST 2,000 GP
Craft Wondrous Item, beast shape I
GOGGLES OF BRILLIANT LIGHT
8,800 GP
AURA faint evocation
WEIGHT —
CL 3rd
Craft Wondrous Item, light, scorching ray
GREATER MAJOR EYE ITEM
01–18 19–34 35–48 49–63 64–77 78–90 91–100
Eyes of charming Monocle of the investigator Sea tyrant’s patch Swordmaster’s blindfold Mindmaster’s eyes Eyes of the dragon Truesight goggles
PRICE
56,000 gp 66,000 gp 70,000 gp 80,000 gp 95,000 gp 110,000 gp 184,800 gp
PRICE
These sturdy goggles have a mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place. This tint blocks a considerable amount of natural light. Twice per day, the goggles’ wearer can emit bright light on command to a range of 30 feet. Any creature within that area must succeed at a DC 13 Fortitude saving throw or be blinded for 1 hour. In addition, the wearer also gains a +2 resistance bonus on saving throws against visual effects. CONSTRUCTION REQUIREMENTS
d%
COST 4,400 GP
GOGGLES OF ELVENKIND AURA faint divination
PRICE
8,500 GP CL 5th
WEIGHT —
These simple goggles, made of two emeralds attached to a twin frame, grant the wearer low-light vision and a +5 compentence bonus on Spellcraft checks to identify magic auras and items. If the wearer already has low-light vision, it grants the wearer double the normal range for low-light vision. CONSTRUCTION REQUIREMENTS
COST 4,250 GP
Craft Wondrous Item, beast shape II, guidance, creator must be an elf
225
UlTimaTe eqUipmeNT GOGGLES OF MINUTE SEEING
2,500 GP
LENSES OF DETECTION
AURA faint divination
WEIGHT —
AURA moderate divination
CL 3rd
PRICE
PRICE
3,500 GP CL 9th
WEIGHT 1 lb.
The lenses of this item are made of special crystal, its band woven with tiny patterns of metallic thread almost invisible to the naked eye. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn for the magic to be effective.
These circular prisms let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, true seeing
COST 1,250 GP
CONSTRUCTION REQUIREMENTS
COST 1,750 GP
Craft Wondrous Item, true seeing
GOGGLES OF NIGHT AURA faint transmutation
PRICE
12,000 GP CL 3rd
WEIGHT —
The lenses of this item are made of violet crystal. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Wondrous Item, darkvision
INQUISITOR’S MONOCLE AURA faint enchantment
PRICE
6,800 GP CL 3rd
WEIGHT —
The thick glass lens of this golden-framed monocle is attached to the wearer by a weighty chain. This monocle helps draw out the truth of things, and was originally created to aid in the investigation of crimes and the questioning of witnesses. Twice per day on command, it can create a zone of truth, as per the spell. In addition, this monocle grants its wearer a +5 competence bonus on Sense Motive checks. Though it fits over only one of the wearer’s eyes, the item takes up the entire eyes slot. CONSTRUCTION REQUIREMENTS
PRICE
7,500 GP CL 2nd
WEIGHT 1 lb.
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
226
CL 3rd
WEIGHT —
When the wearer first sees an illusion effect with the figment subschool with a visual element, and that figment allows a saving throw, she can immediately make any allowed saving throw to realize the image is illusory instead of waiting to interact with it. This has no effect on illusions of other subschools or on illusions that do not normally allow a saving throw. If the wearer fails to disbelieve the illusion and later interacts with it in such a way as to qualify normally for a saving throw to disbelieve, she gains a +4 competence bonus on this saving throw. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
Craft Wondrous Item, see invisibility
MINDMASTER’S EYES AURA strong enchantment
PRICE
95,000 GP CL 11th
WEIGHT —
This pair of thin and faceted ruby crystals fit over the wearer’s eyes. On command, the wearer can use charm monster (Will DC 19 to negate), or once per day the wearer can use dominate person (Will DC 20 to negate) instead. CONSTRUCTION REQUIREMENTS
COST 47,500 GP
Craft Wondrous Item, charm monster, dominate person
MONOCLE OF THE INVESTIGATOR
KINSIGHT GOGGLES
CONSTRUCTION REQUIREMENTS
AURA faint divination
PRICE
12,000 GP
COST 3,400 GP
Craft Wondrous Item, zone of truth
AURA faint divination
LENSES OF FIGMENT PIERCING
COST 3,750 GP
Craft Wondrous Item, share senses (Advanced Player’s Guide)
AURA moderate divination
CL 11th
PRICE
66,000 GP WEIGHT —
This crystal lens fits over a single eye but takes up the entire eyes slot. Once per day, the wearer is able to gaze at a 10-foot-by-10foot area and see exactly what occurred in that area during the past 24 hours. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer must use the monocle again to get the full observation. All the visual details of the observed events are clear and memorable to the user, no matter how obscure. The monocle does not, however, provide any insight into the observed events besides what can be visually seen. Observed conversations cannot be heard, for example. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, legend lore, vision
COST 33,000 GP
WONDROUS ITEMS BELTS
PIRATE’S EYE PATCH AURA faint transmutation
PRICE
2,600 GP CL 2nd
WEIGHT —
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. The wearer of this patch gains a +2 competence bonus on Swim and Climb checks. In addition, once per day, the wearer of this eye patch can gain the effects of either touch of the sea (Advanced Player’s Guide) or expeditious retreat on command (wearer’s choice). CONSTRUCTION REQUIREMENTS
COST 1,300 GP
Craft Wondrous Item, expeditious retreat, touch of the sea
RAINBOW LENSES AURA strong enchantment
PRICE
21,000 GP CL 15th
WEIGHT —
These lenses interfere with the wearer’s ability to see color, and everything appears in shades of black and white, as if the wearer were using darkvision. Once per day the wearer can use color spray, hypnotic pattern, and rainbow pattern. CONSTRUCTION REQUIREMENTS
COST 10,500 GP
Craft Wondrous Item, color spray, hypnotic pattern, rainbow pattern
SEA TYRANT’S PATCH AURA strong enchantment
PRICE
70,000 GP CL 15th
WEIGHT —
This ornate silk eye patch is embroidered with gold thread and studded with pearls in a pattern representing a whirlpool. The wearer of this item, which is a favorite patch of ruthless or particularly driven pirate captains, is constantly affected as if subject to the touch of the sea (Advanced Player’s Guide) and water breathing spells. Furthermore, once per day on command, the wearer can use mass charm monster, as per the spell. CONSTRUCTION REQUIREMENTS
COST 35,000 GP
Craft Wondrous Item, mass charm monster, touch of the sea, water breathing
SNIPER GOGGLES AURA faint divination
PRICE
20,000 GP CL 5th
WEIGHT 1 lb.
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die. CONSTRUCTION REQUIREMENTS
COST 10,000 GP
Craft Wondrous Item, true strike
SNIPER GOGGLES, GREATER AURA moderate divination
CL 8th
PRICE
50,000 GP WEIGHT —
These goggles feature stubby periscopelike lenses that expand and retract depending on the needs of the wearer. These goggles function as sniper goggles, but the wearer gains the
+2 circumstance bonus on each sneak attack when making a sneak attack at any range. CONSTRUCTION REQUIREMENTS
COST 25,000 GP
Craft Wondrous Item, true strike
BODY CHEST
SPECTACLES OF UNDERSTANDING
3,000 GP
PRICE
EYES
AURA faint divination
WEIGHT —
FEET
CL 2nd
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained. CONSTRUCTION REQUIREMENTS
COST 1,500 GP
Craft Wondrous Item, comprehend languages
SWORDMASTER’S BLINDFOLD AURA moderate transmutation
CL 9th
PRICE
80,000 GP WEIGHT —
This black band of silk grants its wearer spectacular senses within a limited range. Some believe these items were made to grant lesser swordmasters the illusion of skill. When the wearer places the blindfold over her eyes, she becomes blinded, but gains blindsight (Bestiary 298) within the reach of her melee weapon, or 5 feet if the wearer is not wielding a melee weapon. Furthermore, the wearer is under the effect of a constant locate weakness (Ultimate Combat 236) spell, but only when making melee attacks. CONSTRUCTION REQUIREMENTS
HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS
COST 40,000 GP
Craft Wondrous Item, blindness, locate weakness
TREASURE HUNTER’S GOGGLES
6,400 GP
AURA faint divination
WEIGHT —
CL 3rd
PRICE
These sturdy but plain goggles help the wearer locate secret doors and coins and identify treasure. While wearing these goggles, the wearer can use detect secret doors at will. The goggles do not aid in determining how secret doors are opened. Once per day on command, the wearer gains the ability to locate object as per the spell, but only to detect 100 or more coins in a small area, such as a backpack, chest, pouch, or sack. Three times per day, the wearer may use identify. CONSTRUCTION REQUIREMENTS
COST 3,200 GP
Craft Wondrous Item, detect secret doors, identify, locate object
TRUESIGHT GOGGLES AURA strong divination
PRICE
184,800 GP CL 11th
WEIGHT —
These goggles, constructed of a pair of perfect prisms held in place by golden frames and affixed to the head by a black leather strap, grant the wearer true seeing continuously. Furthermore, once per day on command, the wearer can use analyze dweomer as the spell. CONSTRUCTION REQUIREMENTS
COST 92,400 GP
Craft Wondrous Item, analyze dweomer, true seeing
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UlTimaTe eqUipmeNT
Feet Slot Wondrous Items
The feet slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet. Anyone can use a feet slot wondrous item unless specif ied otherwise by its description. These wondrous items are usually activated by use or by a command word, but details vary from item to item.
ACROBAT SLIPPERS AURA faint transmutation
PRICE
3,000 GP CL 3rd
WEIGHT 2 lbs.
These supple gray leather slippers enable the wearer to keep his balance in precarious positions. The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone). CONSTRUCTION REQUIREMENTS
COST 1,500 GP
Craft Wondrous Item, cat’s grace
CL 5th
CONSTRUCTION REQUIREMENTS
PRICE
7,500 GP CL 3rd
WEIGHT 1 lb.
These soft leather boots are incredibly light and comfortable, with thin soles reinforced by strips of tough hide that provide an unexpected amount of support and protection to the foot. On command, these boots allow the wearer to levitate as if she had cast levitate on herself. CONSTRUCTION REQUIREMENTS
WEIGHT 1 lb.
AURA moderate transmutation
COST 1,250 GP
BOOTS OF ESCAPE
COST 3,750 GP
CONSTRUCTION REQUIREMENTS
As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds. CONSTRUCTION REQUIREMENTS
COST 6,000 GP
5,500 GP
WEIGHT 1 lb.
AURA faint transmutation
WEIGHT 1 lb.
COST 4,000 GP
PRICE
2,400 GP CL 5th
WEIGHT 1 lb.
BOOTS OF STRIDING AND SPRINGING
Craft Wondrous Item, dimension door, creator must be a gnome or a wizard specialized in the school of conjuration
BOOTS OF FRIENDLY TERRAIN
CL 10th
8,000 GP
PRICE
CL 5th
PRICE
12,000 GP
Craft Wondrous Item, haste
These sturdy leather-soled cloth boots have straps at the ankles and calves to ensure a snug fit. Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell. A gnome wearing these boots may instead transfer herself up to 400 feet away.
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AURA faint transmutation
BOOTS OF SPEED
PRICE
Craft Wondrous Item, creator must be an elf
AURA faint transmutation
COST 1,200 GP
BOOTS OF LEVITATION
2,500 GP
These soft boots are partially made out of living leaves and other natural materials. They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.
AURA moderate conjuration
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, pass without trace, creator must be a ranger
Craft Wondrous Item, levitate
BOOTS OF ELVENKIND AURA faint transmutation
specific sort of environment as defined by the ranger’s favored terrain class feature (jungles, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain’s bonus increases by 2.
WEIGHT 1 lb.
Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a
CL 3rd
PRICE
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks. CONSTRUCTION REQUIREMENTS
COST 2,750 GP
Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill
BOOTS OF TELEPORTATION AURA moderate conjuration
PRICE
49,000 GP CL 9th
WEIGHT 3 lbs.
When scrutinized closely, parts of these light gray boots appear to fade in and out of existence. Any character wearing this footwear may teleport three times per day, exactly as if she had cast the teleport spell. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, teleport
COST 24,500 GP
WONDROUS ITEMS
BOOTS OF THE CAT AURA faint transmutation
PRICE
1,000 GP CL 1st
WEIGHT 1 lb.
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. CONSTRUCTION REQUIREMENTS
COST 500 GP
Craft Wondrous Item, feather fall
BOOTS OF THE ENDURING MARCH AURA faint conjuration
CL 2nd
Table 5—6: Feet Slot Wondrous Items d%
LESSER MINOR FEET ITEM
01–11 12–22 23–31 32–41 42–50 51–66 67–76 77–85 86–92 93–100
Boots of the cat Daredevil boots Boots of the enduring march Feather step slippers Boots of friendly terrain Boots of elvenkind Boots of the winterlands Acrobat slippers Horseshoes of speed Boots of the mire
d%
GREATER MINOR FEET ITEM
01–07 08–13 14–19 20–26 27–40 41–46 47–60 61–68 69–75 76–82 83–100
Burglar boots, minor Horseshoes of crushing blows +1 Sandals of quick reaction Slippers of c