While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly). 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. Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. Temples to good deities sell holy water at cost (making no profit). ×3: The weapon deals triple damage on a critical hit. In addition, each character begins play with an outfit worth 10 gp or less. See the Handle Animal skill for a list of tricks known by horses and ponies with combat training. You can use either head as the primary weapon. TL;DR Masterwork items are of such high-quality that they are able to be made magical. It has padded bands that strap across the chest and ⦠Grappling Hook: Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp. You cannot bash with a tower shield, nor can you use your shield hand for anything else. ×3/×4: One head of this double weapon deals triple damage on a critical hit. Flail, Heavy: Similar to a flail, a heavy flail has a larger metal ball and a longer handle. Entertainer's Outfit: This set of flashy—perhaps even gaudy—clothes is for entertaining. See the weapon's description for details. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. Masterwork ammunition is damaged (effectively destroyed) when used. If you use your shield as a weapon, you lose its AC bonus until your next turn. Or just straight up find or purchase magical items. 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). Peasant's Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Once it is thrown, there is a 50% chance of the flask igniting successfully. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is better. It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. 18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. ×2: The weapon deals double damage on a critical hit. storywise/game wise, having a particular weapon be made masterwork doesn't negatively impact anything) Greatsword: This immense two-handed sword is about 5 feet in length. Warship: This 100-foot-long ship has a single mast, although oars can also propel it. The suit includes gauntlets. This penalty is cumulative with the penalty for one-handed firing. A wagon comes with the harness needed to pull it. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. You can't be tripped during your own trip attempt when using a bolas. 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. Huge or larger creatures are unaffected by a tanglefoot bag. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed. Yes, you ⦠Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much. Longship: This 75-foot-long ship with 40 oars requires a total crew of 50. This designation indicates the size of the creature for which the weapon was designed. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Each silver piece is worth 10 copper pieces (cp). Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Each point of Strength bonus granted by the bow adds 75 gp to its cost. You can't put spikes on a buckler or a tower shield. For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. Pathfinder is an exceptional example of this, where nearly every class has a wide variety of choices to make throughout its level-up progression, and even the classes themselves are divided up by archetype. 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. Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. Pathfinder did a lot to keep the spirit of Dungeons & Dragons alive. Several common items already count as masterwork tools for particular skills. A Small character deals 1d2 points of nonlethal damage. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. You can't add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item. 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. Javelin: A javelin is a thin throwing spear. It is also useful as a substitute for flint and steel when starting fires. These are the alchemistâs lab, climberâs kit, disguise kit, healerâs kit, masterwork musical instrument, and masterwork thievesâ tools. It should be noted that the bonuses do not stack with any bonuses on a magic item. 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). Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to ⦠A number of existing items effectively grant feats, and you can make an item that does anything if your GM allows it, but Pathfinder provides no pricing guidelines for items that grant feats, so they must be benchmarked based on exactly how useful the feat is.. 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). Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use. Sleeping in light armor does not cause fatigue. These prices are for meals and accommodations at establishments in an average city. 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. Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster. It has a crew of 60 to 80 rowers. Speed: Medium or heavy armor slows the wearer down. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown. 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. You need two hands to use a bow, regardless of its size. 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 character (see Combat). The standard coin weighs about a third of an ounce (50 to the pound). 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). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Flail: A flail consists of a spiked metal ball, connected to a handle by a sturdy chain. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. If this second attack roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional damage. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. Ram, Portable: 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. A lantern burns for 6 hours on one pint of oil. (One minute is 10 rounds.) Here is the format for armor entries (given as column headings on Table: Armor and Shields). Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon. 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. 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. This weapon can be thrown. An attack with a spiked gauntlet is considered an armed attack. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). It can carry 150 tons of cargo. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal. Tool, Masterwork: This well-made item is the perfect tool for the job. Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Some weapons deal damage of multiple types. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. 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. Explorer's Outfit: This set of clothes is for someone who never knows what to expect. 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. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. 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. Weight: This column gives the weight of the armor sized for a Medium wearer. Trip: You can use a trip weapon to make trip attacks. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. You can use a composite shortbow while mounted. 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. These are the common mounts available in most cities. All magic armors and shields are automatically considered to be of masterwork quality. 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). Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1. A lamp burns for 6 hours on one pint of oil. 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