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Hundreds of New Items!


W
hether your character’s in the market for an exotic weapon, a new pet, or an unusual
alchemical item to help in exploring old tombs, this book has it covered. Adventurer’s
Armory is the go-to sourcebook for supplementing your character’s gear; all of the items
are nonmagical and most of them are priced low enough that even 1st-level heroes can afford them!
Customize your equipment for any given adventure with the following:

► New weapons and armor!


► New alchemical items!
► Skill aids and class-specific items!
► New poisons and black-market goods!
► Travelers’ comforts, such as cooking supplies and tents!
► Adventurer favorites, like bladed boots and spring-loaded wrist sheaths!
► New uses, rules, and tricks for mundane gear!
► Divine items that react to channeled energy!
► Power components for spells!
► New traits!
► An alchemist cohort to keep you supplied in the field!

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This player-friendly Pathfinder Companion works best with the 518948

Pathfinder Roleplaying Game Core Rulebook or the 3.5 version of the


world’s oldest fantasy roleplaying game. Although suitable for play
in any fantasy world, it is optimized for the Pathfinder Chronicles
campaign setting.

Adventurer’s
paizo.com/pathfinder

®

Printed in China. PZO9410


Armory
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Weapons Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Unarmed Attacks Light Melee Weapons
Brass knuckles 1 gp 1d2 1d3 ×2 — 1 lb. B see text Aklys 5 gp 1d4 1d6 ×2 20 ft. 2 lbs. B trip
Dwarven maulaxe3 25 gp 1d4 1d6 ×3 10 ft. 5 lbs. P or S
Light Melee Weapons Rope gauntlet 2 sp 1d3 1d4 ×2 — 2 lbs. B (or S)
Cestus 5 gp 1d3 1d4 19–20/×2 — 1 lb. B monk Sawtooth sabre3 35 gp 1d6 1d8 19–20/×2 — 2 lbs. S
Hanbo 1 gp 1d4 1d6 ×2 — 2 lbs. B monk, trip Sica 10 gp 1d4 1d6 ×2 — 3 lbs. S
Wooden stake — 1d3 1d4 ×2 10 ft. 1 lb. P Swordbreaker dagger 10 gp 1d3 1d4 ×2 — 3 lbs. S disarm, sunder

One–Handed Melee Weapons One–Handed Melee Weapons


Mere club 2 gp 1d3 1d4 ×2 — 2 lbs. B or P Battle poi 5 gp 1d3 fire 1d4 fire ×2 — 2 lbs. fire
Butterfly knife 5 gp 1d3 1d4 19–20/×2 — 1 lb. P or S
Two–Handed Melee Weapons Dueling sword, Aldori3 20 gp 1d6 1d8 19–20/×3 — 3 lbs. S
Bayonet 5 gp 1d4 1d6 ×2 — 1 lb. P Falcata3 18 gp 1d6 1d8 19–20/×2 — 4 lbs. S
Khopesh3 20 gp 1d6 1d8 19–20/×2 — 8 lbs. S trip
Ranged Melee Weapons Madu, leather 40 gp 1d3 1d4 ×2 — 5 lbs. P
Bullets, groaning (10) 2 gp — — — — 5 lbs. B see text Madu, steel 40 gp 1d3 1d4 ×2 — 6 lbs. P
Stingchuck — 1d3 1d4 ×2 10 ft. 9 lbs. B see text Rhoka 5 gp 1d6 1d8 18–20/×2 — 6 lbs. S
Scorpion whip 5 gp 1d3 1d4 ×2 — 3 lbs. S disarm, reach, trip
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Shotel 30 gp 1d6 1d8 ×3 — 2 lbs. P
Light Melee Weapons Temple sword3 30 gp 1d6 1d8 19–20/×2 — 3 lbs. S monk, trip
Blade boot 25 gp 1d3 1d4 ×2 — 2 lbs. P see text Urumi3 50 gp 1d6 1d8 18–20/×2 — 6 lbs. S
Dogslicer 3 8 gp 1d4 1d6 19–20/×2 — 1 lb. S
Switchblade knife 5 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P Two–Handed Melee Weapons
War razor 3 8 gp 1d3 1d4 19–20/×2 — 1 lb. S Chain spear (flying talon) 3 15 gp 1d4/1d4 1d6/1d6 ×2 — 13 lbs. S trip
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Flambard 50 gp 1d8 1d10 19–20/×2 — 6 lbs. S sunder, trip


One–Handed Melee Weapons Garrote 3 gp 1d4 1d6 ×2 — 1 lb. S grapple, see text
Combat scabbard, sharpened 10 gp 1d4 1d6 18–20/×2 — 1 lb. S see text Mancatcher 15 gp 1 1d2 ×2 — 10 lbs. P reach, trip, see text
Klar 3 12 gp 1d4 1d6 ×2 — 6 lbs. S Meteor hammer 10 gp 1d8 1d10 19–20/×2 — 10 lbs. B
Scizore 20 gp 1d8 1d10 ×2 — 3 lbs. P Scarf, bladed3 12 gp 1d4 1d6 ×2 — 2 lbs. S disarm, trip
Terbutje 5 gp 1d6 1d8 19–20/×2 — 2 lbs. S
Terbutje, steel 20 gp 1d6 1d8 19–20/×2 — 4 lbs. S Ranged Weapons
Boomerang 3 gp 1d4 1d6 ×2 30 ft. 3 lbs. B see text
Two–Handed Melee Weapons Double crossbow 3 300 gp 1d6 1d8 19–20/×2 80 ft. 18 lbs. P
Bardiche 13 gp 1d8 1d10 19–20/×2 — 14 lbs. S brace, reach, see text Lasso 1 sp — — — — 5 lbs. — see text
Bec de corbin 15 gp 1d8 1d10 ×3 — 12 lbs. B or P brace, reach, see text Launching crossbow 3 75 gp — — — — 8 lbs. —
Bill 11 gp 1d6 1d8 v3 — 11 lbs. S brace, disarm, reach, see text Shoanti bola3 15 gp 1d3 1d4 ×2 10 ft. 2 lbs. B
Earth breaker 3 40 gp 1d10 2d6 ×3 — 14 lbs. B Sling glove 5 gp 1d3 1d4 ×2 50 ft. 2 lbs. B
Glaive-guisarme 12 gp 1d8 1d10 ×3 — 10 lbs. S brace, reach, see text Throwing shield +50 gp 1d4 1d6 ×2 20 ft. — B trip
Lucerne hammer 15 gp 1d10 1d12 ×2 — 12 lbs. B or P brace, reach, see text 1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
Ogre hook3 24 gp 1d8 1d10 ×3 — 10 lbs. P trip 2
A weapon with two types is both types if the entry specifies “and,” and can be either type (wielder's choice) if the entry specifies “or.”
Syringe spear 100 gp 1d6 1d8 ×3 20 ft. 6 lbs. P brace, see text 3
This item appears in the Pathfinder Chronicles Campaign Setting.

Ranged Weapons
Arrows, whistling (20) 2 gp — — — — 3 lbs. P see text
Chakram 1 gp 1d6 1d8 ×2 30 ft. 1 lb. S
Hunga munga 4 gp 1d4 1d6 ×2 15 ft. 3 lbs. P
Pilum 5 gp 1d6 1d8 ×2 20 ft. 4 lbs. P see text

Table continued on inside back cover

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COMPANION ™

Adventurer’s
Armory
This Pathfinder Companion book works best with the Pathfinder Roleplaying Game Core Rulebook and the
Pathfinder Bestiary. Although it is suitable for play in any fantasy world, it is optimized
for the Pathfinder Chronicles campaign setting.

Table of Contents
Weapons, Armor, and 2
Adventuring Gear
Combat 22
Faith 24
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Magic 26 518950

Persona 28
Social 30

Authors • Jonathan Keith, Hal Maclean, Jeff Quick, Publisher • Erik Mona
Christopher Self, JD Wiker, Keri Wiker Paizo CEO • Lisa Stevens
Cover Artist • Pavel Guzenko Vice President of Operations • Jeffrey Alvarez
Interior Artists • Vincent Dutrait, Christophe Swal, Corporate Accountant • Dave Erickson
and Kieran Yanner Director of Sales • Pierce Watters
Sales Manager • Christopher Self
Editor-In-Chief • James Jacobs Technical Director • Vic Wertz
Managing Editor • F. Wesley Schneider Events Manager • Joshua J. Frost
Editing and Development • Judy Bauer, Christopher Carey,
Rob McCreary, Sean K Reynolds, and James L. Sutter Special Thanks
Editorial Assistance • Jason Bulmahn The Paizo Customer Service, Website,
Art Director • Sarah E. Robinson and Warehouse Teams
Production Specialist • Crystal Frasier

Product Identity: The following items are hereby identified as Product Identity, as defined 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 defined 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.
Paizo Publishing, LLC Pathfinder Companion: Adventurer’s Armory is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc.
7120 185th Ave NE, Ste 120
Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying
Redmond, WA 98052-0577 Game, Pathfinder Society,Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2010
Paizo Publishing, LLC.
paizo.com Printed in China.

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COMPANION TM

T
his list of weapons supplements the list in the Pathfinder RPG Core
Rulebook. If a weapon’s description says it is “treated as” another
weapon, a character lacking the appropriate exotic weapon
proficiency, can still use it as if it were the other kind of weapon and feats
such as Weapon Focus still apply, as do abilities requiring a certain weapon.
For example, the butterfly knife allows a proficient user to open or close it as a
free action and is otherwise treated as a dagger, meaning she can wield it
as a dagger, gain the benefit of Weapon Focus (dagger) when wielding it, use it
as the target of a spell that only affects daggers, and so on.

Weapons

Aklys: The aklys is a hooked throwing club with a 20- Bec de Corbin: The bec de corbin is very similar
foot cord; you can retrieve the aklys after throwing to the lucerne hammer, but the hammer head is
it as a move action. The hook allows you to make blunt rather than spiked and the spike is stouter and
trip attacks at range. Some aklys have holes drilled more hooked. You primarily attack with the spike. You gain
in them and whistle when thrown, making them a +2 bonus to your CMB to sunder medium or heavy armor
ideal for throwing down long, dark tunnels. with a bec de corbin.
Bill: The blade of this polearm is a curved or
Arrows, Whistling: These arrows come with hooked chopping blade with a spiked projection
specially designed grooves and fletching on the back of the blade. The spike is commonly
that cause them to emit a loud used to block and parry. When fighting defensively or
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keening sound audible within with full defense, this weapon gives you a +1 shield bonus to
500 feet of their flight path. AC. A mounted opponent hit by a bill takes a –1 penalty on
Bardiche: The crescent axe- his Ride checks to stay mounted.
blade of this polearm is attached Blade Boot: Blade boots come with a spring-mounted
to the haft at two points: the center of the blade attaches knife that pops out when triggered with the right
to a socket at the top of the haft, and the lower point of combination of toe presses. You can use a blade boot as
the blade attaches to a secondary mount point. The blade an off-hand weapon. Releasing the knife is a swift action;
is often very long, sometimes almost as long as the haft. rearming it is a full-round action. When the blade
You gain a +2 bonus to your CMD to resist sunder attempts is extended, you treat normal terrain as difficult
against a bardiche. and difficult terrain as impassable.
Battle Poi: This pair of arm-length chains has handles
at one end and heavy fuel-soaked torch heads at the other. Boomerang: The boomerang is primarily
The weight of the poi is insufficient to deal physical a hunting tool for the Mwangi people, but it is
damage, but the burning fuel deals fire damage. If you not uncommon for them to carry these versatile
are proficient in battle poi, you are treated as if you have weapons into battle. A boomerang is made of wood
the Two-Weapon Fighting feat for the purposes of making and is flat, with a long haft, a pronounced forward
poi attacks. Poi can be extinguished by spending a full curve, and a sharp backward bend at the head. A
round action smothering them in sand or submerging thrown boomerang does not fly in a returning path;
them in water. returning boomerangs are solely recreational.
Bayonet: Bayonets are specially designed knives
that fit into the grooves or muzzles of crossbows Brass Knuckles: These weapons are designed to
and firearms. They allow you to make melee fit comfortably around the knuckles, narrowing the
attacks with these weapons but render contact area and therefore magnifying the amount of
them temporarily useless as ranged force delivered by a punch. They allow you to deal lethal
weapons. Attaching or removing a damage with unarmed attacks. You may hold, but not
bayonet is a move action. wield, a weapon or other object in a hand wearing brass

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Weapons, Armor, and Adventuring Gear

knuckles. You may cast a spell with a somatic component


while wearing brass knuckles if you make a concentration
Weapon Equivalencies
There are many new weapons presented in this section, and
check (DC 10 + the level of the spell you’re casting). Monks
it could have included many, many more. However, rather
are proficient with brass knuckles.
than include multiple weapons with the exact game stats as
Bullets, Groaning: These sling bullets are
a weapon that’s already in the rulebook, this book’s weapons
honeycombed with overlapping perforations that cause
have unique stats and play a specific role that isn’t already
them to emit an eerie moan audible within 500 feet of
covered by a weapon in the Pathfinder RPG Core Rulebook.
their flight path.
Players shouldn’t let this hamper their creativity—if they want
Butterfly Knife: A butterfly knife has a blade concealed
to call their characters’ greatswords zweihänders or claymores,
between two halves of the handle that can be brought to
they should go right ahead!
bear quickly. If you are proficient with the butterfly knife
(or have the Quick Draw feat) and are holding it in your
hand, you may open it as a free action; a nonproficient user Flambard: This two-handed sword has a wavy blade
must spend a move action to open it. Otherwise, treat this that is especially useful for cutting through wooden
weapon as a dagger. weapons. If you are proficient with this weapon, you gain
Cestus: The cestus is a glove of leather or thick cloth a +4 bonus on any sunder attempts made against weapons
that covers the wielder from mid-finger to mid-forearm. with a wooden haft; otherwise you may use this sword as
It is reinforced with metal plates over the fingers and a bastard sword.
often lined with wicked spikes and fangs along the backs Garrote: A garrote is a length of wire or thin rope with
of the hands and wrists. While wearing a cestus, you are wooden handles at both ends. The wire is placed across
considered armed and your unarmed attacks deal normal a victim's throat and crossed behind the neck; when the
damage rather than nonlethal damage. If you are proficient handles are pulled tight, the garrote strangles him. In
with a cestus, your unarmed strikes may deal bludgeoning order for you to use a garrote, your opponent must be
or piercing damage. When using a cestus, your fingers helpless or unaware of you. You must make a grapple check
are mostly exposed, allowing you to wield or carry items (though you avoid the –4 penalty for not having two hands
in that hand, but the constriction of the weapon at your free) to successfully begin garroting your opponent. Sneak
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knuckles gives you a –2 penalty on all precision-based attack damage does not apply to a garrote. Your garroted
tasks involving that hand (such as opening locks). opponent must make a concentration check (DC 20 + your
Chain Spear: This vicious weapon often finds its way CMB + level of the spell he’s casting) to cast a spell with a
into gladiatorial events due to its versatility. The body of verbal component, use a command word item, or use any
the weapon is a standard short spear, primarily used for magic requiring speech. You gain the following additional
thrusting. The butt of the spear is fitted with a length of option when grappling with a garrote.
chain, often spiked, with a hook at the end. The hook and Choke: You cut off your target’s air supply so he has to
chain may be used to make trip attacks. If your trip attack hold his breath (see Suffocation on page 445 of the Pathfinder
fails by 10 or more, you may drop a chain spear to avoid RPG Core Rulebook, and the Swim skill on page 108). Any
being knocked prone. round you do not maintain the choke, your opponent can
Chakram: The chakram is a simple, elegant, and highly take a breath and restart when he has to begin making
portable thrown weapon. It is a flat, open-centered Constitution checks.
metal discus with a sharpened edge. You can wield the Glaive-Guisarme: This weapon combines the
chakram as a melee weapon, but it is not designed for blade of the glaive with a wicked hook. A mounted
such use; you take a –1 penalty on your attack roll with opponent hit by a glaive-guisarme takes a –2
the weapon and must make a DC 15 Reflex save or penalty on his Ride checks to stay mounted.
cut yourself on the blade (half damage, no Strength Hanbo: The hanbo is a staff less than a yard
modifier). You do not need to make this save if long, often carved to look like a walking stick.
wearing heavy armor or a gauntlet.
Combat Scabbard, Sharpened: Hunga Munga: This three-bladed dagger
This combat scabbard has a is intended for throwing but can be used as a
sharp blade on the outer edge, melee weapon.
allowing you to use it as a weapon.
Dwarven Maulaxe: This versatile weapon looks like Lasso: This length of rope with a simple open
a heavy-headed axe, but a proficient wielder can use the knot on one end allows you to entangle a foe like
blunt back of the head to deal bludgeoning damage. you would using a net. The concentration DC to

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COMPANION TM

cast a spell while entangled with a lasso is 10 + the spell level hammer, you can drag your opponent 5 feet closer
being cast. An entangled creature can slip free with a DC 15 rather than knocking her prone. You may use this
Escape Artist check as a full-round action. The lasso has 2 weapon in two different ways: in meteor mode you
hit points and AC 10. It requires a DC 23 Strength check use it as a double weapon, and in fortress mode you
to break it. On a successful hit, the lasso tightens; to use it cannot use it as a double weapon but gain a +1 shield
again you must spend a standard action sliding the knot bonus to AC. Switching between these two modes is a
to enlarge the loop. free action decided at the start of your turn.
Launching Crossbow: This stubby-looking crossbow Pilum: This tip of this heavy javelin is designed to
has a cup-like attachment rather than a groove for a break off and imbed itself into a shield once it reaches its
bolt. It is designed to launch splash weapons. Loading target. Like ammunition, a thrown pilum that hits its
a launching crossbow is a full-round action. target is destroyed. If you hit an shield-using opponent
Lucerne Hammer: This polearm has both a pronged with a pilum, he loses the AC bonus from that shield
hammer head for crushing blows and a spiked until he takes a standard action to pry out the remnants
head for piercing and peeling armor; most of the pilum.
attacks are made with the hammer. The long
haft allows the wielder to put amazing force Rhoka: This sword is used almost exclusively
behind the head of this weapon. You gain a +2 by the urdef han, life-hating quasi-daemonic
bonus to your CMB to sunder medium or heavy creatures native to the Darklands. The sword is the
armor with a lucerne hammer. size of a longsword but consists of two serrated blades
Madu: The madu is a round, light shield with four placed side by side, each ending in a cruel hook.
spikes extending from the sides. If you are proficient
with the madu, you may wield it and fight defensively Rope Gauntlet: By wrapping your hands and forearms
with a –2 penalty instead of the normal–4 penalty for in thin but tough hemp ropes and then soaking the
fighting defensively, and your attack penalty for makeshift gloves in water for weight and
using Combat Expertise improves by +1 (minimum expansion, you can transform your fists into rock-
–1 penalty). You cannot hold anything else in the hard weapons easily capable of killing in a fistfight.
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hand that bears a madu. If you are not proficient in Each rope gauntlet takes a full minute to wrap and
madu, treat it as a light spiked shield. another minute to soak, but once applied can be worn
for a day; removing a rope gauntlet takes 1 full round.
Mancatcher: This polearm consists of two curved When wearing rope gauntlets, you are considered armed
metal bands that close around a target when you attack, and your unarmed attacks deal normal damage rather
allowing you to bind an opponent. A mancatcher is built than nonlethal damage. If you are proficient with rope
to capture a creature of a particular size category (such gauntlets, you may use the rough edges of the ropes to deal
as Small or Medium) and doesn’t work on creatures of slashing damage rather than bludgeoning damage.
the wrong size. Make a touch attack to hit an opponent Your fingers are mostly exposed, allowing you
and a combat maneuver check to grapple him (without to wield or carry items in your hands while
the –4 penalty for not having two hands free); success wearing rope gauntlets, but the constriction
means you and the target are grappled, but you do not of the weapon at your knuckles gives you a –2
move into the same space. Once the target is grappled, penalty on all precision based tasks involving
you can perform a move or damage grapple action your hands (such opening locks).
against him. The mancatcher has hardness 10 and 5 hit
points; it requires a DC 26 Strength check to break it. If Scizore: Also known as a Taldan scissor, the
you drop the mancatcher, the target can free himself as scizore is a hardened tube that fits your forearm,
a standard action. ending with a semicircular blade at the end. The
scizore gives a +1 shield bonus to AC, but if you attack
Mere Club: Traditionally made of carved stone, with the blade, you lose the AC bonus that round and
the mere (MEH-reh) is a short, flat-sided, sharp- take a –1 penalty on attack rolls with the scizore. While
pointed club. wearing a scizore, you cannot use that hand for anything
Meteor Hammer: This weapon is one or two else. Donning the scizore is a full-round action.
spherical weights attached by a 10-foot chain. You
whirl the weights and wrap them around an opponent’s Scorpion Whip: This whip has a series of razor-
body. If you succeed at a trip attempt with a meteor sharp blades and fangs inset along its tip. It deals

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lethal damage, even to creatures with armor bonuses. If you on armor or enemy weapons. If you roll a 1 when attacking
are proficient with whips, you can use a scorpion whip. with a terbutje, the weapon automatically gains the broken
Shotel: The shotel is a downward-curving sword quality. Rolling a 1 with a broken terbutje destroys it.
designed to reach over or around an opponent’s shield. Terbutje, Steel: This is a forged weapon built to look
You gain a +1 bonus on attack rolls with a shotel against much like a common terbutje. It lacks the fragility of its
opponents using bucklers, light shields, or heavy shields. non-metallic counterpart.
Sica: This blade is a smaller, lighter version of the shotel. Throwing Shield: This shield is designed for throwing
You gain a +1 bonus on attack rolls with a sica against and comes with specially designed straps allowing you to
opponents using bucklers, light shields, or heavy shields. unclasp and throw it as a free action. Tower shields cannot
Sling Glove: This curved, scooped-shaped, 2-foot-long be throwing shields. Neither a shield’s enhancement
wicker basket attaches to your wrist, allowing you to throw bonus to AC nor its shield spikes apply to your attack or
fist-sized stones at great speed merely by whipping your damage rolls.
arm forward. Loading a sling glove is a free action that does Wooden Stake: This is a sharpened piece of wood. Iron
not provoke an attack of opportunity so long as you have spikes used as weapons deal damage as wooden stakes.
a free hand. You take –4 penalty when throwing a stone
at an adjacent target and cannot use the weapon to attack Armor and Shields
creatures in your space. This listing supplements the armors in the Pathfinder RPG
Stingchuck: A stingchuck is a foul bag made of a Core Rulebook.
humanoid’s head with the brain removed and the skull Madu: See the entry under the Weapons category.
heavily scored so that it bursts open when thrown. Normally Parade Armor: Most wealthy countries with standing
filled with biting vermin, it acts as a splash weapon. When armies have a different uniform for use in showy non-
it hits, the vermin bite and sting the target, dealing 1d6 combat situations such as parades, coronation ceremonies,
points of damage and forcing a DC 11 Fortitude and so on. The appearance of this armor varies by the
save to avoid being nauseated for 1d3 rounds. country of origin and the branch of the military, but still
Each round a creature remains nauseated by a provides some protection in case the soldier needs to fight
stingchuck, it takes 1 additional point of damage while in parade dress (for example, the parade armor of the
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from the biting vermin. All creatures within the Eagle Knights of Andoran is a blue coat reinforced with
splash effect take 1 point of damage from the light chain, white breeches, and thick blue leather boots).
vermin but do not risk being nauseated. If you’re wearing a country’s parade armor, you gain a +2
Switchblade Knife: This knife has a spring- circumstance bonus to Diplomacy and Intimidate checks
loaded blade hidden inside the handle. It can to influence a person from that country.
be designed to look like another type of object
(a DC 15 Perception check reveals the deception). Goods and Services
If held in your hand, you can activate it as a free The equipment in this section supplements the listings in
action. This weapon is treated as a dagger. the Pathfinder RPG Core Rulebook.

Swordbreaker Dagger: You can use this dagger to Adventuring Gear


disarm or sunder enemy blades by catching them Many heroes count on items like these to
in the grooves on the back of the blade and survive and prosper.
using your weapon as a lever. If you are Area Map: A geographically relevant map
proficient with this weapon, add +4 on your grants a user a +1 circumstance bonus on Survival checks
disarm or sunder attempts against bladed weapons. made to navigate in the wilderness. It also can be used
to grant the same bonus on Knowledge (dungeoneering)
Syringe Spear: The blade of this weapon contains a checks made to navigate underground.
thin tube or bore that connects to a hollow container just Astrolabe: This device consists of a flat disc upon
beneath the crosspiece. A successful hit with the spear which two other discs are mounted. The mounted
injects the liquid contents of the container (typically discs can rotate on a central axis, allowing them to
poison) into the target. Refilling a syringe spear takes 1 spin and move as days pass. The bottom disc represents
minute. the latitude of the user; an astrolabe is useless if the user is
Terbutje: This length of tempered wood has bits of outside the preset latitude. The upper disc represents the
shark teeth, obsidian, glass, or similar materials studded sky, and is filled with astronomical features. Anyone can
all along its length. It is fragile, and sometimes shatters be shown how to use an astrolabe at night to determine

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the date and time (which takes 1 minute). When combat options for using a scabbard. For the purpose of
using an astrolabe, you can make a Survival check fighter weapon groups, a scabbard for a heavy blade is
using your Intelligence modifier instead of your considered a hammer, and a scabbard for a light blade is
Wisdom modifier to avoid becoming lost. considered a close weapon.
Blanket: This warm, woven blanket has straps Copy of a Key: A craftsman can make a working
so it can be rolled up and tied. copy of a key in an hour (making a duplicate that
looks exactly like the original requires a skilled
Backpack, Masterwork: This backpack has smith, a DC 25 Craft check, and one day).
numerous pockets for storing various items Earplugs: Made of waxed cotton or cork,
that might be needed while adventuring. earplugs give you a +2 circumstance bonus
Hooks are included for attaching items on saves against effects that require hearing
such as canteens, pouches, other small but also cause a –5 penalty on hearing-
bags, or even a rolled-up blanket. It has based Perception checks.
padded bands that strap across the chest False-Bottomed Chest: The
and the waist to distribute its weight secret compartment in this chest is
more evenly. Like a common backpack, approximately 1 inch thick. Different
it can hold about 2 cubic feet of materials styles open from the inside, from the
in its main container. When wearing underside, or through the back. Detecting
a masterwork backpack, treat your the compartment is a DC 20 Perception
Strength score as +1 higher than normal check.
when calculating your carrying capacity. False-Bottomed Cup: The tiny compartment
in the thick bottom of this cup is an excellent place to
Block and Tackle: A simple block-and-tackle pulley, store a small item or substance. The most insidious are
when properly secured, adds a +5 circumstance bonus on designed with a weighted catch that opens when the cup
Strength checks to lift heavy objects. Securing the pulley is tilted back, releasing the hidden substance hidden into
requires 1 minute. the contents of the cup. Spotting the secret compartment
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Breakaway Chains: These masterwork chains are in an empty cup is a DC 15 Perception check.
easy to break, even though they look like normal chains False-Bottomed Scabbard: The space at the bottom of
(Perception DC 25 to notice the difference). A DC 10 this sword scabbard is just large enough to hold a potion
Strength check breaks them instantly. flask. Some are accessed from the outside; others open on
Chest: The common wooden chest comes in several the inside with a secret catch at the top end. Finding the
sizes, including small (2 cubic feet, 1 hit point, break DC secret compartment requires a DC 25 Perception check, or
17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic DC 20 if you can compare the sword’s length to that
feet, 30 hit points, break DC 29), and huge (8 cubic of the scabbard.
feet, 50 hit points, break DC 35). Most include a
simple inset lock. False Manacles: These manacles are nearly
Collapsible Plank: Hinged in two places, indistinguishable from standard manacles
collapsible planks can hold 250 pounds before upon inspection (Perception DC 25). A wearer who
breaking. The 10-foot-long plank folds knows the location of the secret catch can open
down into a 3-foot-by-1-foot-by-6- them as a standard action; otherwise they act
inch bundle. Folding or unfolding like masterwork manacles. Some appear to be
it is a standard action. of common quality, though false manacles are
Coffin: A plain coffin is made always masterwork.
of simple wood and has a loose,
flat lid that can be nailed onto Folding Chair: This simple folding chair has a wooden
it. An ornate coffin is favored by aristocratic families for frame and canvas seat and back. It folds up easily and fits
displaying their dead, and include upholstered cloth liners in a handy carrying bag. The chair can support up to 250
and a hinged lid. pounds with ease.
Combat Scabbard: This scabbard is designed to allow Folding Ladder: The hook, pole, and rungs of this
you to remove it from your belt as a swift action when 10-foot ladder are hinged, allowing you to fold it into a
drawing the weapon it contains. Taking the Equipment 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it
Trick feat (see page 22) for a scabbard gives you additional is a standard action.

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Grappling Arrow: This small grappling hook is designed Mithral Manacles: These bindings are more
to be tied to a silk rope and fired from a bow. When fired, difficult to break than standard bindings and are
it has a range increment of 30 feet. An equivalent item particularly useful against lycanthropes. They have
exists for crossbows. hardness 15, 30 hit points, and a break DC of 30.
Paper: Ordinary paper typically measures 9 inches
Hammock: Climbing into or out of a hammock is by 6 inches and is unsuitable for making magical
a full-round action. A successful DC 5 Dexterity check scrolls. It has hardness 0, 1 hit point, and break DC 5.
reduces this to a move action. Perfume/Cologne: Perfume or cologne
Harrow Deck: This is a traditional fortune- may (at the GM’s discretion) provide a +1
telling deck of cards used by Varisian soothsayers circumstance bonus on several Charisma-
and seers. Some Harrow decks are elaborately based skill checks.
illustrated, but most are parchment or paper Pickle Extractor: A pickle extractor is little
cards with hand-painted images. Harrow decks more than a spike stuck through the end of a
are often handed down through generations and treated stick, used mainly by goblins to grab things at the bottom
with utmost care by their users as a result. of a barrel.
Helmet Candle: These devices consist of a helmet with a Pocket Watch: This miniature clock is small
short, thin spike on top upon which a candle is stuck, enough to carry.
freeing your hands for other tasks.
Hollowed Pommel: Depending on the Poison Pill Ring: This ring has a tiny
weapon, a hollow pommel may hold compartment under the setting, typically
something as large as a flask or as small used to hold poison. Opening and closing
as a rolled piece of paper. Detecting a hollow a ring is a move action; doing so unseen
pommel is a DC Perception check. requires a DC 20 Sleight of Hand check.
Hourglass: The standard hourglass takes
1 hour to empty the sand from the upper Powder: Powdered chalk, flour, and similar
chamber; larger and smaller timers exist which materials are popular with adventurers for their
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mark off time in increments as short as 6 seconds. utility in pinpointing invisible creatures. Throwing a
Iron Spike: This foot-long iron spike is used to keep bag of powder into a square is an attack against AC 5,
doors open or closed and to secure ropes for climbing. and momentarily reveals if there is an invisible creature
Hearing a spike being hammered in requires a DC 5 there. A much more effective method is to spread
Perception check. powder on a surface (which takes 1 full round) and look
Iron Vial: This metal potion bottle has hardness 5, 3 hit for footprints.
points, and break DC 14. Prosthetic: People who lose hands, arms, legs, or feet
Lantern, Waterproof: Meant to shelter its flame from in combat sometimes replace them with prosthetics:
both water and wind, this lantern treats severe winds as realistic simulations of their missing limbs. Usually
strong winds, windstorms as severe winds, and hurricanes carved of wood and painted to match the wearer’s skin
as windstorms for the purpose of determining whether tone, these items have limited functionality, allowing
they extinguish its flame. It holds enough air to burn a legless person to walk at half speed, or enabling an
underwater for 5 rounds before going dark. armless person to hold a shield in a fixed position, but
Magnet: Handheld magnets are relatively weak and are little more. Clever individuals have been known to create
mainly used to detect or pull iron, mithral, or small compartments in their prosthetics, just large
adamantine at a short range. This hand-sized enough to hold very small objects. A prosthetic
horseshoe magnet can lift up to a 3-pound hand or foot can hold an item with negligible
iron weight. weight, while a prosthetic limb can hold
up to 1 or 2 pounds.
Marbles: Like caltrops, marbles can be Pump Water Canister: This
used to slow down opponents; a creature metal container holds up to 4
entering a square with marbles scattered gallons of water. As a standard
on it must make a DC 10 Reflex save or fall prone (the action, you can use the hand
creature’s stability bonus to trip applies to this save). Any pump and hose at the top to spray
creature moving at half speed or slower can pick its way water up to 10 feet away. Pumping
through a square of marbles with no trouble. uses 1 gallon of water for every round of

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use and can extinguish nonmagical fires in 1 square. A full move action; by taking the Rapid Reload (spear-thrower)
canister weighs 37 pounds. feat, you reduce this to a free action.
Rice Paper: This variety of paper is made of rice or tree Stationary: Generally used only by the wealthy, fancy
bark. It has hardness 0, 1 hit point, and break DC 2. stationary is a finer-quality 9-inch-by-6-inch paper, often
Scroll Case: A leather or wooden scroll case embossed or engraved with the owner’s personal seal.
easily holds four scrolls; you can cram Stove Can: This little metal container holds a
more inside but retrieving any of them waxy fuel that creates enough heat to cook with
becomes a full-round action rather than but only as much light as a candle. To snuff the
a move action. You must destroy the scroll flame, close the metal lid on the container; it cools
case to damage its contents (hardness enough that it can be carried in a few minutes.
2 for leather or 5 for wood, 2 hit points, Each lasts 5 hours (enough to cook about 10
break DC 15). meals).
String or Twine: Sold in balls or
Sextant: A sextant is used to determine spools of 50 feet, string and twine are
your latitude. Using a sextant with an useful for rigging traps and alarms and are a
astrolabe gives you a +1 circumstance vital component of grappling bolts and arrows. String
bonus on Survival checks made to prevent or twine has hardness 0, 1 hit point, and break DC 14.
getting lost. Tattoo: The cost of a tattoo depends on the quality,
size, and number of colors used. A coin-sized tattoo in
Shaving Kit: A shaving kit contains a straight razor, blue ink that will blur over a decade may cost 1 cp, a
a whetstone, a small mirror, a brush, a cup, and enough hand-sized one in black ink that won’t fade costs 1 sp,
shaving powder to last a Medium humanoid 50 shaves. and a tattoo covering an entire back takes several sessions
Shield Sconce: This metal frame holds a torch and straps and costs 10 gp. Each additional color costs as much as a
to the front of a light, heavy, or tower shield. single tattoo of its size.
Shovel: This tool lets you dig a pit at a rate of 2 cubic feet Tent: Tents come in a variety of sizes and
per minute. accommodate between one and 10 people. Pavilion
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Signal Horn: Sounding a horn requires a DC 10 Perform tents are large enough to accommodate a small
(wind instruments) check and can convey concepts such as fire in the center.
“Attack!”, "Help!", "Advance!", "Retreat!", "Fire!", and, “Alarm!”
The report of a signal horn can be clearly heard (DC 0) up Thurible: When filled with coal
to a quarter-mile distant. For each quarter mile beyond, and common herbs worth 2 sp, this
Perception checks to hear the horn suffer a –1 penalty. miniature brazier fills an area 30
feet in diameter with light smoke for
Skeleton Key: Many door locks have a similar design and 1 hour. Any creature in the area of
thus can be unlocked by a similar key. A skeleton key may this smoke gains a +2 circumstance
be tried on any standard door lock that uses a key, bonus on Fortitude saves to resist
even if you don’t have the Disable Device skill. You inhaled diseases.
use the key’s Disable Device bonus of +10 rather
than your own total; you cannot take 10 when using Wandermeal: This tough,
a skeleton key. The key only gets one roll for any dried cake is a halfling
particular lock. If the roll fails, the key is unable invention made from flour, water, and spices.
to open or close that lock. Inferior skeleton keys may Wandermeal keeps for months without spoiling, travels
only have a +5 bonus. well, and fills the belly. However, eating it for over a week
without other nutrients requires the eater to make a daily
Soap: You can use this thick block of soap to scrub Fortitude saving throw (DC 15 + 1 for each additional day)
clothes, pots, linens, or anything else that might or be sickened. The effect ends 1 day after more nutritious
be dirty. A bar of soap has approximately 50 uses. food is eaten.
Spear-Thrower: This is little more than a Waterproof Bag: This leather sack sealed with tar or pitch
handle with a cup, loop, or spur to hold the butt of a keeps delicate items from being ruined by water. Items
dart, javelin, or shortspear. Using a spear-thrower to kept inside remain relatively dry, making the bag ideal for
throw such a weapon doubles the projectile’s range carrying maps, scrolls, spellbooks, and the like, although
increment. Setting a weapon into a spear-thrower is a the bag is not impervious and can only be completely

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immersed for 10 rounds before enough water seeps in to Special Substances and Items
ruin such items. Characters with the Craft (alchemy) skill can create these
Wax Key Blank: This two-sided case contains a soft wax items, and they are usually available in the same places
that readily takes and keeps an impression of an object where you can buy the alchemical items listed in the
pressed between the two halves, creating an excellent Pathfinder RPG Core Rulebook.
mold of the item. A skilled artisan may then make a copy Alchemical Grease: Each pot of this slick black goo has
of the item from the mold (and destroying the mold in the sufficient contents to cover one Medium or two Small
process). Making an impression surreptitiously requires a creatures. If you coat yourself in alchemical grease, you
DC 25 Sleight of Hand check. gain a +5 alchemical bonus on Escape Artist checks, on
Weapon Cord: Weapon cords are leather straps that combat maneuver checks made to escape a grapple, and to
attach your weapon to your wrist, typically about 2 feet your CMD to avoid being grappled; this lasts 4 hours or
long. If you drop your weapon or are disarmed, you can until you wash it off.
recover it as a swift action, and it never moves any further Alchemical Solvent: This bubbling purple gel eats
away from you than an adjacent square. However, you through adhesives. Each vial can cover a single 5-foot
cannot switch to a different weapon without first untying square. It destroys normal adhesives (such as tar, tree sap,
the cord (a full-round action) or cutting it (a move or glue) in a single round but takes 1d4+1 rounds to deal
action or an attack, hardness 0, 0 hp). with more powerful adhesives (tanglefoot bags, spider
Whetstone: Honing a blade with a whetstone webbing, and so on). It has no affect on fully magical
requires about 15 minutes of work and grants adhesives, including sovereign glue.
the weapon a +1 bonus on your damage roll Antiplague: If you drink a vial of this foul tasting, milky
the first time you hit with it. This only works on tonic, you gain a +5 alchemical bonus on Fortitudes saving
nonmagical blades. throws against disease for the next hour. If already infected,
you may also make two saving throws (without the +5
Whistle: Also known as a signal whistle, a bonus) that day and use the better result.
whistle’s piercing report can be clearly heard Beast Lure: This light brown oil works similar to
(DC 0) up to half a mile away. With a DC 5 Perform Kaava musk (see below) but attracts one specific kind
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(wind instruments) check you can use it to signal of creature (dogs, giant bees, and so on).
the same sorts of situations as signal horns (see Bladeguard: This clear resin protects a weapon from
page 8). For each additional quarter mile, Perception harmful attacks from oozes, rust monsters, and similar
checks to hear a whistle suffer a –2 penalty. things, rendering the weapon immune for 24 hours.
One pot can coat one single two-handed weapon, two
Whistle, Silent: Only animals and other creatures with one-handed or light weapons, or 50 ammunition items.
keen hearing can hear this whistle. Applying it takes 1 full round. Immersing the weapon in
Wrist Sheath: This is a sheath designed to be water or similar liquid washes it off.
strapped to your forearm and hidden under a long
sleeve. The sheath can hold one light weapon, Bloodblock: This gooey, pinkish substance helps
ranged weapon, or wand that weighs less than 1 treat wounds. Using a dose gives you a +5 alchemical
pound. Alternatively, you may store up to 1 bonus on Heal checks for providing first aid,
pound of ammunition in a wrist sheath. As treating wounds made by caltrops or similar
a move action, you can bend your wrist to objects, or treating deadly wounds. A dose
cause some or all of these items to drop into of bloodblock ends a bleed effect as if you
your hand. You have a +2 bonus on Sleight of had made a DC 15 Heal check. When treating
Hand checks made to oppose the Perception deadly wounds, using a dose of bloodblock
check of someone observing or frisking you counts as one use of a healer’s kit (and grants
regarding items in the sheath. You can only the +5 bonus stated above).
wear one wrist sheath per arm.
Wrist Sheath, Spring Loaded: This item Bodybalm: When this pungent yellow
works like a standard wrist sheath, but releasing powder is boiled in water and given to a
an item from it is an immediate action. Preparing creature to drink, it provides the attending
the sheath for this use requires cranking the healer a +5 alchemical bonus on Heal checks
sheath’s tiny gears and springs into place (a full- for providing long-term care, treating poison,
round action that provokes an attack of opportunity). and treating disease.

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Distilled Terrap Sap: When first opened, this sealed Fuse Grenade: This hollow clay container holds a
jar releases such an overwhelmingly antiseptic odor that small charge of explosive power and a slow burning fuse.
it covers other smells until it disperses (1d6 rounds after Lighting the fuse is a move action; 1d3 rounds later the
opening). Creatures within 20 feet of the jar get grenade explodes, dealing 2d6 bludgeoning damage
a +5 alchemical bonus on all saves against scent- and 1d6 fire damage in a 10-foot burst (DC 15 Reflex
based attacks while the sap’s odor remains, but save for half ). You throw a fuse grenade as if it were a
they automatically fail any scent-based Perception splash weapon.
checks during that time. Glowing Ink: Glowing ink emits a faint but steady
light (typically red or green) that allows you to read
Firework, Desnan Candle: When lit, this foot-long it even in normal darkness. You have a +2 bonus on
wooden tube launches a flaming pyrotechnic Perception checks to locate objects with glowing ink.
“candle” every round for 4 rounds. The projectiles Mixing glowing ink with marker dye (see below) makes
deal 1 point of nonlethal damage and 1 point of the dye glow in the dark until it fades.
fire damage if they hit; on a critical hit, the target is Invisible Ink: Messages written with invisible ink only
also blinded for 1 round. The projectiles shed light as become visible under specific circumstances. Revealing
candles for 1 round and have a range increment of 5 the secret message with the proper triggering agent is a
feet. Attacking with a Desnan candle is a ranged touch full-round action per page of text.
attack and always has a –4 nonproficiency penalty. Simple: This ink is keyed to a single, fairly common
trigger, such heat or vinegar. A successful DC 20 Craft
Firework, Paper Candle: This finger-sized (alchemy) check takes 1 hour and reveals the message
explosive detonates noisily 1 round after lighting. without the proper trigger.
Anyone in the same square as a paper candle Average: This ink is keyed to either two common
when it explodes must make a DC 15 Fortitude triggers or one uncommon trigger, such as blood or acid.
save or be dazzled for 1d4 rounds. A successful DC 25 Craft (alchemy) check takes 1 hour and
Firework, Skyrocket: When lit, this foot-long wooden reveals the message without the proper trigger.
tube begins to shake and emit a handful of white sparks, Good: This ink is keyed to either two uncommon triggers
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shedding light as a torch. One round later it takes flight, or one rare trigger, such as a specific vintage of wine or a
moving at speed 90 for 1d6 rounds before loudly exploding specific kind of monster’s blood. A successful DC 30 Craft
in an burst of light and sound, dealing 2d6 points of fire (alchemy) check takes 1 hour and reveals the message
damage in a 10-foot burst (DC 15 Reflex save for half ). Anyone without the proper trigger.
who takes damage from the explosion is either blinded or Superior: This ink is keyed to either two rare triggers or
deafened (there is a 50% chance of either) for 1 round. one unique trigger, such as the blood of a specific
Firework, Starfountain: This tree-stump-sized person. A successful DC 35 Craft (alchemy)
bundle of tubes immediately begins to emit arcs of check takes 1 hour and reveals the message
multi-colored sparks when lit. Starting 1d6 rounds without the proper trigger.
after lighting, it loudly releases brightly colored Itching Powder: This fine gray
streaks of tiny flaming particles for 4 full rounds. powder causes targets to suffer from
Outdoors, these particles soar far up into the uncontrollable itching until they spend
sky before dispersing. Indoors or in a closed at least 1 round washing it off. Throwing a
area, the ricocheting fireworks deal 1d6 points packet of itching powder is a splash attack with
of fire damage each round in a 20-foot spread a range increment of 10 feet. Anyone standing on the
(DC 15 Reflex save for half ). Creatures square of impact must succeed on a DC 12 Fortitude
who fail their save are blinded for 1d4 save to resist the powder, while those in adjacent
rounds and deafened for 1 hour. squares must make a DC 8 Fortitude save. Creatures
that fail the save take a –2 penalty on attack rolls,
Flash Powder: This coarse gray saving throws, skill checks, and ability checks.
powder ignites and burns almost Kaava Musk: This emerald-colored adhesive is a
instantly if exposed to flame, concoction made from animal glands, urine, and other
significant friction, or even a simple powerful scents combined with a strong alchemical
force such as throwing it against a floor (a binding agent that is difficult to wash off. A target splashed
standard action). Creatures within the 10-foot burst must with it smells like weak prey to predators. Creatures with
save (Fortitude DC 13 negates) or be blinded for 1 round. the scent ability can detect a marked creature at five times

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the normal range, note its direction as a free action, Smoke Pellet: This small clay sphere contains two
pinpoint it when it is within 25 feet, and track it by scent alchemical substances separated by a thin barrier. When
with a +5 bonus on its Survival checks. Immersion in water you break the sphere, the substances mingle and fill a 5-foot
within 1 round of exposure washes it off; otherwise the square with a cloud of foul but harmless yellow smoke.
effect decreases by one range increment per day (four The smoke pellet acts as a smokestick, except the
times normal range after 1 day, three times range smoke only lasts for 1 round before dispersing.
after 2 days, and so on) until the creature is You may throw a smoke pellet as a ranged touch
again at normal scent levels. attack with a range increment of 10 feet.
Keros Oil: Also known as firebreather’s
oil, this bitter liquid is harder to ignite Sneezing Powder: This coarse yellowish-
than common oil but burns quickly at a low red powder is a splash weapon that causes
temperature, making it ideal for exotic uncontrollable sneezing for 1d4+1 rounds.
performers. You may spit a mouthful Anyone standing on the square of impact must
of keros oil past an open flame (such succeed on a DC 12 Fortitude save to resist the
as a candle, tindertwig, or torch) powder, while those in an adjacent square must make
to ignite it, creating a brief burst a DC 8 Fortitude save. Creatures affected by sneezing
of fire. If you use it to attack, the powder must make a DC 10 Fortitude save every
attack is a ranged touch attack with round or be staggered that round.
a maximum range of 5 feet that
deals 1d3 points of fire damage. If you roll Traveling Spellbook: A traveling spellbook is
a 1 on your attack roll, you accidentally lighter and less cumbersome than its full-size counterpart.
inhale or swallow some of the burning It has 50 pages.
fuel; you take 1d6 points of fire damage and are Vermin Repellent: This vile-smelling white paste keeps
nauseated for 1 round. A bottle of keros oil holds enough vermin at bay if spread on the skin. Normal-sized (Fine)
for 10 mouthfuls; taking a mouthful from the bottle is vermin avoid you. Swarms of vermin must make a DC 15
a standard action (the Rapid Reload feat reduces this to Fortitude saving throw in order to enter your square. Once
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a move action). applied, vermin repellent remains effective for 4 hours or


Liquid Ice: This sealed jar of crystalline blue fluid until you spend 1 round washing it off.
immediately starts to evaporate once opened. During the Water Purification Sponge: This fist-sized
next 1d6 rounds, you can use it to freeze a liquid or blue sponge absorbs up to 1 pint of water;
to coat an object in a thin layer of ice. You can squeezing the water out of the sponge purifies
also throw liquid ice as a splash weapon. A it, making it safe for drinking, washing, and
direct hit deals 1d6 points of cold damage; similar activities. Filling and emptying
creatures within 5 feet of where it hits take the sponge is a full-round action. Each
1 point of cold damage from the splash. sponge can cleanse 25 pints of
Marker Dye: This dye (available in several water before becoming useless.
colors) creates an obvious stain wherever
splashed. Washing has no effect for the first Tools and Skill Kits
72 hours (though magic can erase it), but it fades These items pertain to skills,
completely after 2 weeks. You can crafts, and professions.
throw it as a splash weapon. Abacus: This device helps users
Scent Cloak: This collection perform mathematical calculations.
of coarsely ground spices,
seeds, and alchemical Alchemist’s Lab, Portable: This
reagents overrides your compact version of a full-sized
scent, increasing the DC of alchemist’s lab provides a +1 circumstance
tracking you by scent by +10 for bonus on Craft (alchemy) checks.
24 hours. Because you still have a
smell, creatures with scent can still detect Anvil: While anvil sizes vary depending on the
and pinpoint if you are cloaked; they just can’t identify type of smithing for which they are used, all anvils have
your smell as something unique. Washing for 1 full round the same basic shape and construction. Blacksmith
removes the scent cloak. anvils are typically much heavier and larger (100

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pounds) than farrier anvils (50 pounds), and they in Doctor’s Outfit: Any creature wearing this outfit gains
turn are much bigger than silver- or goldsmith anvils a +2 circumstance bonus on Fortitude saves made to resist
(10 pounds). Many metalworking tasks are impossible contact diseases.
without the proper anvil. Drill: A drill can create a 1-inch-diameter hole in stone,
Balancing Pole: These flexible poles range from 15–30 wood, or metal. Harder materials wear down or break the
feet in length and, when used properly, help you keep your drill more quickly. Hearing the sound of drilling requires
balance when crossing narrow walkways. Using a a DC 15 Perception check.
balancing pole grants you a +1 circumstance bonus on Eyeglasses: Also known as spectacles, eyeglasses
Acrobatics checks made to traverse a narrow surface. compensate for poor vision or magnify small
details.
Bear Trap: Although intended for trapping Flotation Device: Usually composed of an inflated
large animals, bear traps work as well for animal bladder sealed with pitch, a held flotation
trapping humanoids or monsters. The device adds a +1 circumstance bonus on
hinged jaws of the trap are attached to a Swim checks.
chain, which in turn is secured to a spike Juggler’s Kit: A juggler’s kit includes
driven into the ground to ensure that the multiple sets of well-balanced objects, such as
victim cannot simply crawl away. Prying open balls, clubs, knives, rings, and torches.
the jaws or pulling the spike from the ground Portable Altar: Portable altars are typically
requires a DC 26 Strength check. made of wood and are ornately
carved and decorated. The top of
Bear Trap  CR 1 the altar lifts up, and items such as
Type mechanical; Perception DC 15; Disable Device candles, incense, and oil can be stored within.
DC 20 The Prophecies of Kalistrade: This is the most
Effects frequently published book in Druma. It details the
Trigger location; Reset manual extremely strict dietary, sexual, and clothing restrictions
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around followers must follow.
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the creature’s ankle and halve the creature’s base speed (or Printing Press: A hand-cranked press uses a plate
hold the creature immobile if the trap is attached to a solid on which all of the text on a page is carved in reverse.
object); the creature can escape with a DC 20 Disable Device Changing the plate is a simple process, but creating a new
check, DC 22 Escape Artist check, or DC 26 Strength check one is expensive and labor-intensive. The press prints one
page at a time, at a rate of about five pages per minute.
Bellows: Bellows are useful for starting fires, providing A stationer then needs to cut and trim the pages and
a +1 circumstance bonus on appropriate Survival checks. bind the book.

Compass: An ordinary compass that Saw: You can insert a saw between a door and its
points to the magnetic north pole frame to cut through wooden bolts or bars,
grants its user a +2 circumstance dealing 5 hit points per round plus your
bonus on Survival checks made Strength modifier to the sawed object as a full-
to navigate in the wilderness. round action. Hearing the sawing requires a
It also can be used to grant DC 10 Perception check. Saws used to cut ice
the same bonus on Knowledge on rivers have a point on the end to break
(dungeoneering) checks made to through the ice before cutting.
navigate underground.
Sawback Sword: This is a modification to
Cooking Kit: Cooking kits are portable, any light or heavy blade rather than a unique
collapsible pots and pans that double weapon type. The saw blade on the back of
as a set of four bowls and plates, all fitting together in a the sword lets you use it to perform crude
compact package. carpentry.
Doctor’s Mask: This mask gives you a +1 circumstance Stretcher: A stretcher allows two people to
bonus on Fortitude saves made against airborne toxins and share the burden of carrying one heavy object.
scent-based effects. In Korvosa, it is a minor crime to wear a You can also use it to drag a load you couldn’t carry
doctor’s mask in public if you are not a healer or physician. on your own. A stretcher holds up to 300 pounds.

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Surgeon’s Tools: When in conjunction with a healer’s kit, a hat can be a simple covering for the head. Particular hats
surgeon’s tools raise the kit’s bonus to a +3 circumstance are sometimes mandatory for social or religious sects.
bonus on Heal checks. Hot Weather Outfit: Covering your body from head
Swim Fins: Swim fins add 10 feet to your swimming to foot in light, airy cloth keeps you cooler than
speed but reduce your base speed to 5 feet. Donning or baring your skin to the sun. This outfit typically
doffing swim fins requires 5 rounds. consists of a loose linen robe and either a turban
Thermometer: This foot-long tube has marks for the or loose head covering and veil. The outfit provides
freezing temperature of seawater, a moderate spring day a +2 bonus on Fortitude saves to resist warm or hot
in Absalom, and the boiling temperature of weather. This does not stack with any bonuses
melted ice. Temperatures much below the gained from Survival.
freezing point or above the boiling point Jewelry: The cost of jewelry varies wildly by its
break the device. quality. Many cultures, particularly Varisians,
consciously use jewelry as a form of portable
Trespasser’s Boot: Consisting of a small wealth, most notably in belts and bangles made
wooden frame with inward-pointing barbed from coins. A commoner’s ornaments may only
spikes, this trap is placed in a shallow pit just be worth a few copper pieces, a tradesman’s
deep enough for a Medium-sized character’s a few silver pieces, and a merchant’s a few
lower leg. When someone steps in the square, the gold pieces, while nobles rarely wear jewelry
boot catches and holds her leg. The target takes worth less than 100 gp.
damage if she tries to move or if a Disable Device Mask: The gala events of decadent Taldor
attempt to free her fails by 5 or more. are where one may see the most outlandish
and stylish of masks, but simpler masks
Trespasser’s Boot  CR 1/2 may be found wherever local customs permit.
Type mechanical; Perception DC 20; Disable Device DC 20 They range from small bits of fabric that cover only
Effects a portion of the face to elaborate constructions that
Trigger location; Reset manual cover the entire face or head.
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Effect pit spikes (Atk +10 melee, 2d4); spikes hold the target in Pickpocket’s Outfit: Outfitted with concealed
place; the trap can be escaped with a DC 20 Disable Device pockets, this clothing gives you a +2 bonus on hiding small
check, DC 20 Escape Artist check, or DC 24 Strength check objects on your person.
Scarf: Well known as entertainers with a flair for the
dramatic, Varisians often employ seductive garb and
Clothing entrancing props in their performances. Scarves of
According to the worshipers of Abadar, “Clothing colorful cloth or transparent silk, often embroidered
is what separates the civilized from the with elaborate scenes, are favorite accessories.
savage.”
Cleats: Useful on any terrain where Scarf, Pocketed: An elaborate design
traction may be a concern, cleats are disguises several small pockets on one side
shoes with spikes or hooks attached of this scarf. This scarf grants you a +4
to the soles. Cleats reduce the penalty bonus on Sleight of Hand checks made to
for walking over slick surfaces by hide objects on your body. This bonus
50%; for example, walking across ice does not stack with the bonus wearing
normally costs 2 squares for every square heavy clothing provides but does stack
of movement, but with cleats it costs only with bonuses for attempting to hide
1.5 squares for every square. Cleats cause small objects.
damage to any type of finished flooring.
Furs: The most basic of cold-weather gear, Scarf, Reinforced: One side of this
animal furs serve to keep their wearers warm. 8-foot-long scarf is reinforced with
Wearing enough fur to cover the body provides a +2 bonus chain links and metal plates. While not enough to provide
on Fortitude saves to resist cold weather. This does not a benefit to Armor Class, these versatile scarves can be used
stack with any bonuses gained from Survival. like a length of chain to climb short distances or bind an
Hats: Hats of various styles appear in all cultures. enemy. A reinforced scarf has hardness 10 and 4 hit points.
Ranging from the turban to the tricorn to the furred cap, It can be burst with a DC 24 Strength check.

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Snowshoes: These high-tension nets of rope or sinew Dwarven Stout: More a family of beers than
in wooden frames which are lashed to the feet spread one single drink, dwarven stout is known
your weight across the snow, making you much less by different names around the Inner Sea.
likely to break through the crust and rendering Dwarven stouts are dark beers characterized
walking much easier. Snowshoes reduce the penalty by a slightly burnt flavor and a foamy head;
for walking through heavy snow by 50%; for example, they are said to be as filling as a meal.
if moving through snow normally costs you 2 squares Grog: A foul mix of different alcohols and
of movement per square traveled, snowshoes reduce whatever’s handy, grog was invented by pirates
this cost to 1.5 squares per square traveled. and sailors and never managed to crawl far onto
land. Grog is no one’s first choice of drink, but
Tear-Away Clothing: Sneaks and thieves throughout anyone who’s spent enough time on a ship has
Golarion know the value of a good disguise. The had at least a taste.
ability to remove that disguise in a hurry, thus Kahve: Also known as Qadiran coffee, kahve
revealing the next layer of disguise, is nearly as is served with generous helpings of milk, sugar,
valuable. Tear-away clothing is generally loose and spices to counteract its natural bitterness.
fitting and long to allow another layer of clothing Kahve is drunk throughout the day, both at
to be worn underneath. The seams and catches on home and at coffeehouses around town in
this clothing are designed to break easily, making Qadira. The grounds left in the bottom of a cup
it a simple matter (a standard action) to remove are sometimes used for fortune-telling.
these items and walk away with none the wiser. Linnorm Mead: The favorite drink of the
Vest: Much like hats, vests appear in almost all cultures. Ulfen, this honey mead has traveled with them into the
Though the basic design remains the same, they vary southern lands. It is sweet and strong and, according to
wildly in cut, color, and function. The difference between Ulfen bards, is an indisputable aid to singing.
the court vests of Taldor and the dancing vests of Varisia Mwangi Coffee: Coffee brewed “Mwangi style” has a
is quite striking. wine-like acid taste that is too strong for a novice palate.
Wig: False hair comes in many forms, from the severe coif Oldlaw Whiskey: This single-malt whiskey is made in
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of a judge to the towering confection adorning a noble to the Molthune at a distillery that has existed longer than the
simple curls worn by a housewife whose hair is thinning. Wigs country itself. The smooth rye whiskey is a favorite of old
can be found for sale in any major city and can be special- soldiers everywhere.
ordered in most towns. As they are usually made of hair, the Rumboozle: A potent drink featuring rum, wine, ale,
available colors are likely limited by the locally predominant eggs, sugar, and spices, rumboozle is served warm in finer
hair color, but others can be obtained by applying dye. taverns around the Inner Sea.
Tea: A popular beverage in most civilized regions of the
Food, Drink, and Lodging Inner Sea, tea is usually served with milk, sugar, or spices.
The listed prices are for a tavern or restaurant in an Tea, Ceremonial: This dark, hot tea comes from
average city. the east, and its brewing is part of the classical tea
Caydenbrew: This ale is the standard beer drunk in ceremony. Knowing the proper steps of preparing
Absalom. The recipe was said to be the last beer Cayden and participating in a tea ceremony requires a
Cailean had before he undertook the Test of the Starstone. successful DC 15 Knowledge (nobility) skill check. A
The hops for this beer were originally grown on the Isle ceremonial tea set includes a tray, teapot, and four tiny
of Kortos, but the massive brewery now imports from cups and spoons.
Andoran and Taldor.
Coffee: This drink is brewed by pouring boiling Mounts, Pets, and Related Gear
water through crushed, roasted coffee beans. Coffee If you’re looking for an animal companion or familiar,
is a common part of many cultures in Garund. A you may decide to purchase the creature rather than
very strong brew called Sargavan Red is potent seeking one in the wild.
enough to reduce the penalties from the fatigued Animal Harness: This leather or hemp harness
condition from –2 to –1 for 1 hour. allows a holder to restrain and control a domesticated
animal. A harness is standard equipment for anyone
Corentyn Wine: Red and white wines grown in trying to teach an animal tricks with the Handle
the salt spray of Corentyn have a sweet–tart flavor Animal skill. Ready-made harnesses are available
valued by nobles throughout Cheliax. in most markets for common domesticated animals

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such as cats, dogs, horses, and oxen, but harnesses can be musher to stand on. A dog sled can carry up to the carrying
made for nearly any creature. capacity of all the dogs that pull it.
Bat: These Diminutive rodents are nocturnal fliers Donkey Rat: These Tiny white rodents (also called
that eat insects and fruit. They rely primarily on sound capybaras) are native to the Varisian coast. They are common
to navigate rather than sight. They can be found all pets and livestock throughout the southern lands.
over Golarion and are absent only in desert and arctic Elephant: These Huge animals are exceptionally strong
regions. Some cultures keep bat houses near towns and are quick learners. They are trained for battle and labor
and villages to control insect problems. Bats from the by the Zenj people of the Mwangi Expanse. Most known
Uskwood in Nidal are noted for their matte black fur elephants come from the Mwangi Expanse and represent
and large size. one of the few steady income sources for Sargava. Their
Cage: This secure, portable enclosure is used to upkeep is exorbitant, so only the richest Inner Sea citizens
hold creatures—generally animals, but a large enough can afford to house one.
cage can hold anything. Cages are made from iron, Falcon: This Tiny, long-winged hawk is a popular
wood, or bamboo, depending on local customs and hunting bird for nobility throughout Avistan, especially
available materials. in Andoran. Falcons are technically a subset of
Canary: These Diminutive birds usually have bright hawks but are considered more “noble.”
feathers and sing pleasantly. More pragmatically, they are Ownership is denied to commoners
also used in mines to detect bad air, as their small in many nations with hierarchical
bodies are more sensitive to such things; monarchies.
the warning they provide gives
humanoids a chance to escape Falconry Gauntlet: This gauntlet,
before succumbing to the danger. made from layers of thick leather, is
Cat: These Tiny animals are worn on the falconer’s off hand to give
often kept as pets or familiars. a falcon a place to stand before and after a
Though small, they are excellent hunt. The gauntlet also has a tassel and a
hunters; grain farmers usually ring attached to the falcon’s tether.
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keep cats as pest control in crop


storage areas. Cats are found in most Hawk: This Tiny, short-winged raptor is also
parts of Golarion, and strays occupy most a popular hunting bird, but is associated with
cities—finding a free cat should pose little challenge. lower nobility and those without titles. Hawks are
Osirion wise-eyes are prized for their stature and deep known for their sharp eyesight and powerful dives
blue eyes. from the air. Suppliers in Taldor and Cheliax sell the
Dog, Riding: This Medium dog is bred for finest specimens.
carrying Small riders. Breeders select Horse: This Large quadruped is used as a mount and
dogs with strong backs, endurance, pack animal. Horses can be trained for war but otherwise
and a loyal disposition and train them are skittish around battle. Cheliax and Qadira both
for riding and combat before sale. produce top quality horses, though they
Reputable breeders can be found in can be purchased in any decent-
Absalom, Almas, and Katapesh. sized city in the Inner Sea.
Lizard: These Tiny
Dog, Combat-Trained: This Medium animals can be found
dog is bred strictly for combat; breeders in all warm regions of
favor strength, a thick body, and a low center Avistan and Garund and
of gravity. Combat-trained dogs are sold in are often quite
most large cities in the Inner Sea region. They colorful. They
are popular as sport fighters in Cheliax, though eat insects and
the best specimens are bred in Molthune, where have the ability
they are used as special infantry. to walk up walls
and hang upside down.
Dog Sled: This sled is several feet long and is Geckos from Nex are said to
designed to be pulled over snow and ice by a team of trained be especially intelligent for their kind, even before they
riding dogs. Most sleds have runners at the back for a become familiars.

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Monkey: These Tiny animals are herbivorous Snake, Viper: This tiny reptile eats small animals and
and can be found in warm forests and jungles can be found in most temperate and warm environments
throughout Garund. They can grasp and around Golarion. The bite is painful but not especially
carry objects that weigh under a pound. dangerous to the average adventurer.
Trained “familiar capuchins” can be Stirge: These Tiny beasts are allegedly sold for indoor
purchased in Azir. defense to rich clients but more often wind up in exotic
bloodsports. Despite popular conception, stirges are
Owl: These Tiny birds of prey are trainable, but they must be fed fresh blood daily or they
mainly nocturnal and are known turn on their handlers.
for near-silent flight. Owls eat small Toad: This Diminutive amphibian is primarily kept
animals and insects, and can be as a familiar. Toads live in most temperate and warm
found anywhere but the coldest places environments, and eat insects.
on Golarion. Owls from the Verduran Toad, Vision: These animals are found in areas of the
Forest have a distinct “ruffled feather” look Mwangi Expanse. They have a psychoactive skin venom
on their heads, making them look like sleepy which acts as a mild hallucinogen if the toad’s skin is
professors in the daytime. licked,—though breeding programs for these creatures
Pack Animal: Working animals are universal, but the outside of Mwangi produce venomless offspring.
animal type varies according to local availability. Elephants Weasel: These Tiny animals eat smaller animals and can
carry goods in much of the Mwangi Expanse. Yaks pull be found in nearly any environment. They are clever and
loads in mountainous regions. In many other parts of the curious, traits that are magnified when they are kept as
Inner Sea, donkeys, mules, and oxen pull carts or plows. familiars. Many varieties of weasel exude a strong musky
The donkey market in Katapesh is particularly brisk. odor. This description also applies to similar animals,
Pseudodragon: Found in temperate forests across the such as ferrets, minks, polecats, and stoats.
Inner Sea region, pseudodragons are intelligent enough
that Andorens consider their sale slavery. A handful of Entertainment Items
pseudodragons offer themselves for hire to adventurers; Many adventurers like to sit down and play a game now
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Absalom is the only place to find pseudodragons that are and then.
legitimately for hire. Board Games: Several kinds of board games are common
Rat: These Tiny rodents live everywhere and eat nearly across the Inner Sea region. Siege, a deeply strategic game
anything. Despite having a reputation as disease-ridden wherein each player tries to surround the other’s pieces, is
scavengers, domesticated rats are clean, loyal creatures that popular primarily with older adults, while more chaotic
make excellent familiars. The famous blue rats of Alkenstar games like Wyvern’s Race and Doppel are tavern favorites.
are sold primarily in Katapesh and Nex. Pits and Perils has become increasingly popular in
Rat, Dire: These Small animals are vicious scavengers Cheliax and Taldor among the elite—those in the lead get
in the wild. However, dire rats raised in captivity can be to dictate (usually symbolic) penalties for those bringing
trained as loyal pets and protectors. Oppara is home to up the rear.
the primary breeders of domesticated dire rats. Diverse
omnivores, they are found anywhere the surrounding
habitat allows them to live, including dungeons and
underground. Pet dire rats do not have filth fever.
Raven: 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 around
the Inner Sea. The ravens of Pezzack are said to be particularly
clever; the Chelish governor is happy to export them, hoping
they may somehow contribute to sedition abroad.

Snake, Constrictor: 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.

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Bowling Set: This simple 10-pins game is often Belladonna: Also known as deadly nightshade, this plant,
complicated by irregularities in the ball, the pins, and the with its distinctive greenish-purple leaves and dull black
playing field. berries, has served as a cosmetic and medicine for longer
Kites: Though popular in Absalom, kites are rare in the rest than memory despite its toxicity. It can also induce vivid but
of the Inner Sea region. Simple kites cost only a few coppers, usually unpleasant hallucinations, particularly ones dealing
while ornate silken kites cost thousands of gold pieces. with flight. Herbalists and others trained to use it safely
Loaded Dice: Most loaded dice are weighted—a heavier believe it has numerous applications, including pain relief.
substance is included opposite the desired number. You Clear Ear: This green gel is poured into the user’s
can spot marks from tampering with a die in this fashion ear and takes effect 2 hours later, enhancing senses and
with a DC 15 Appraise or Perception check. Higher-quality memory but increasing irritability. For 6 hours, the user
dice (such as wooden dice carved around a naturally heavy gains a +2 alchemical bonus on Perception and Knowledge
inclusion) have DCs ranging from 20 to 30. checks and a –2 penalty on all Charisma-based checks.
Marked Cards: Whether bent, colored, or scratched, Flayleaf: These narrow, rust-colored leaves produce a
marked cards allow an informed user to know what’s on mildly hallucinogenic smoke that also serves as powerful
the front of the card by viewing the mark on the back. sedative. Users are immune to pain for 4 hours after
Realizing that the cards are marked requires a DC 25 smoking flayleaf, but during this time they take a –5
Perception check. penalty on saves against mind-altering effects.
Puzzle Boxes: These boxes feature moving parts, Garlic: These pungent white cloves serve as food and
secret panels, or unusual codes and locking medicine and play a role in many traditional cleansing
mechanisms. Depending on the box, a rituals. It is well established that vampires
Disable Device, Knowledge (engineering), cannot abide the presence of garlic.
Linguistics, or simple Intelligence check Holly: The bright red berries of
might open it. The DC of the check varies the holly tree have many uses as
with the complexity of the box but is typically decorations and ritual objects. Druids
15 or 20 (retry once per day). Multiple skill harvest holly berries with specially
checks might be necessary for different prepared tools and during sacred times
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stages of the puzzle. If the puzzle box of the year.


was constructed with the intention
that one specific person should be Mistletoe: This golden-colored parasitic
able to open it, that person gets a +5 plant grows on many different sorts of trees.
circumstance bonus on the check. Druids harvest mistletoe with specially prepared tools and
during sacred times of the year.
Black Market Items
Not every adventurer approves of these things, but Night Tea: This frothy tea made from the bone-white,
some consider them invaluable. triangular leaves of the night tea plant renders a humanoid
Allnight: This treated wafer dissolves into a chalky paste female sterile if drunk every day. In high doses, it may be
when placed under the tongue and then gives the imbiber able to end a pregnancy.
a jolt of restless energy. It eliminates the effects of fatigue
for the next 8 hours; when the drug’s effect ends, the user Pesh: The milk of this vibrantly green cactus,
is exhausted. Allnight makes its users when mixed with resins and other ingredients,
jittery and unable to focus; they suffer a –2 congeals into sticky, black chunks with an
penalty on all skill checks until its exceedingly sour taste. Though pesh
effects wear off. comes in several different varieties,
Bachelor Snuff: If inhaled refined pesh is both the most potent
through the nose, this sooty- and expensive type. Taking refined
smelling golden powder renders pesh gives a person 15 temporary hit
humanoid males temporarily points for 1 hour, a +2 morale bonus
sterile without otherwise affecting on saves versus fear effects for 1 day, and
their performance. A dose typically lasts a –4 penalty to Dexterity and Wisdom
1–3 days. Long-term users of bachelor snuff for 1 day. Pesh is addictive (Fortitude DC
tend to develop a slight, but still noticeable, 10 to resist), and long-term users suffer
gilded tinge to their teeth and nails. Dexterity and Wisdom damage.

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Shoanti Barbarian Chew: This bitter red if you’re proficient with it, or –8 if you’re not. If the attack
chew comes from the dried leaves of hits, the target takes damage from both bolts. Critical hits,
galtroot, a stunted bush found in the sneak attack damage, and other precision-based damage
Cinderlands. It stains the teeth only apply to the first bolt. Reloading one bolt is a standard
dark crimson but also increases action; the Rapid Reload feat reduces this to a move action.
the duration of barbarian rage Dueling Sword, Aldori: Used primarily by the Aldori
entered into during the next swordlords who rule Brevoy, these swords are a bit over
hour by 1 round. 3 feet long, very slightly curved, and sharp only along
the outer edge. You can use the Weapon Finesse feat to
Slave: Sentient creatures sold to apply your Dexterity Modifier instead of your Strength
perform a multitude of tasks all fall under modifier on attack rolls with an Aldori dueling sword
the category of slaves. Most slaves are kept to do menial sized for you, even though it isn’t a light weapon. You can
jobs, but sometimes slaves perform specialized tasks such wield an Aldori dueling sword in two hands in order to
as spellcasting or teaching. Slaves vary in quality; the price apply 1-1/2 times your Strength bonus to damage. If you
may be half as much for old or infirm slaves, or several times aren’t proficient with the Aldori dueling sword, you may
more for healthy, attractive specimens. treat it as a longsword.
Tobacco: These crushed and shredded leaves range in Field Plate: This heavy armor is similar to full plate
color from peppery red to black; users can either smoke or but lighter in construction, sacrificing a bit in protection
chew them. Tobacco users experience a certain level of calm for greater flexibility and mobility. It is effectively the
and are more easily able to shrug off hunger pangs. Tobacco same as masterwork banded mail. You can purchase
is addictive (Fort DC 10 to resist), and long-term users suffer masterwork field plate.
Constitution damage. Flying Talon: Some lands, such as Qadira and Jalmeray,
Wolfsbane: The root of this tall plant with blue flowers is call a chain spear (see page 3) a “flying talon.”
toxic (see the page 560 of the Pathfinder RPG Core Rulebook), but Horsechopper: Treat this goblin weapon as a halberd.
herbalists use it in low doses to reduce pain and regulate the Klar: This is traditionally a Shoanti blade bound to the
heart. Folklore says it can help a victim of lycanthropy throw skull of a horned spirestalker (a breed of Storval Plateau
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off the curse. giant gecko). Recently the armorers of southern Varisia
Woundweal: This gritty black paste is a poison that have started crafting these bladed shields from steel. The
interferes with an afflicted creature’s ability to recover from klar, like the madu (see page 4) is both a weapon and a
injuries. All Heal checks applied to the creature suffer a –10 shield. If you are proficient with the klar, you may treat
penalty. In addition, anyone using magical healing on the it as a spiked light wooden shield (or light steel shield, if
target must make a DC 25 caster level check to succeed. made entirely of metal); otherwise it is just a light shield.
Leaf Armor: This armor is made of alchemically
Woundweal hardened leaves. It is always masterwork quality and has
Type poison, injury; Save Fortitude DC 18 the same game statistics as masterwork studded leather,
Onset 1 round; Frequency 1/day except it contains no metal.
Effect impaired healing (see above); Cure 2 consecutive saves Pata: This weapon is a blade with a stiff armored piece
that covers your hand, wrist, and forearm; treat it as a
Converting Pathfinder combined short sword and locked gauntlet.

Chronicles Campaign Rosewood Armor: This suit of leather armor is wrapped


in special rose vines. Treat this as leather armor with
Setting Items armor spikes. The vines must be watered with at least 1
This book updates several items from the Pathfinder gallon of water each day or they wither and die, turning
Chronicles Campaign Setting to the Pathfinder RPG rules. the armor into normal leather armor.
Items not listed may be used without conversion. Sawtooth Sabre: This is the signature weapon of the
Armored Kilt: When you add an armored kilt to a suit of notorious Red Mantis. A proficient user can treat a sawtooth
light armor, the set counts as medium armor. Likewise, a sabre as a light weapon; otherwise, treat it as a longsword.
kilt and medium armor counts as heavy armor. Adding an Thistle Arrow: Crafted from the thistles of a poisonous
armored kilt to heavy armor has no effect. plant, these barbed arrows deal damage as a bleed effect
Double Crossbow: This heavy weapon fires a pair of iron- for 1d6 rounds after a hit.
tipped bolts with a single squeeze of the trigger. Due to its Thorn Bow: This polished rosewood bow is studded
size and weight, you take a –4 penalty on your attack roll with thorns and tiny flowers; treat it as a shortbow.

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Armor and Shields



Armor/Shield Maximum Armor Arcane Spell Speed
Armor Cost Bonus Dex Bonus Check Penalty Failure Chance 30 ft. 20 ft. Weight1
Light armor
Leaf armor 3 500 gp +3 +5 0 15% 30 ft. 20 ft. 10 lbs.
Parade armor 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs.
Rosewood armor5 50 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs.

Heavy armor
Field plate3 1,200 gp +7 +1 –5 35% 20 ft.2 15 ft.2 50 lbs.
Stoneplate3 1,800 gp +9 +1 –6 35% 15 ft.2 10 ft.2 75 lbs.

Shields
Klar 3 12 gp +1 — –1 5% — — 6 lbs.
Madu, leather 30 gp +1 — –2 5% — — 5 lbs.
Madu, steel 40 gp +1 — –2 5% — — 6 lbs.

Extras
Throwing shield +50 gp — — — — — — —

1
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
This item originally appeared in the Pathfinder Chronicles Campaign Setting.
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Goods and Services


Adventuring Gear
Item Cost Weight Item Cost Weight
Area map 50 gp 2 lbs. Helmet candle 2 gp 4 lbs.
Astrolabe 1,000 gp 6 lbs. Hollowed pommel 5 gp —
Blanket 2 sp 1 lb.1 Hourglass (one hour) 25 gp 1 lb.
Backpack, masterwork 50 gp 4 lbs.1 Hourglass (one minute) 20 gp 1/2 lb.
Block and tackle 5 gp 5 lbs. Hourglass (six seconds) 10 gp —
Breakaway chains 65 gp 2 lbs. Iron spike 5 cp 1 lb.
Chest, small 2 gp 25 lbs. Iron vial 1 sp 1 lb.
Chest, medium 5 gp 50 lbs. Lantern, waterproof +5 gp —
Chest, large 10 gp 100 lbs. Magnet 5 sp 1/2 lb.
Chest, huge 25 gp 250 lbs. Marbles 1 sp 2 lbs.
Collapsible plank 4 sp 10 lbs. Mithral manacles 1,000 gp 2 lbs.
Coffin, common 10 gp 30 lbs.1 Paper (sheet) 4 sp —
Coffin, ornate 100 gp 50 lbs.1 Perfume/Cologne 5 gp —
Copy of a key 1 gp — Pickle extractor 2 cp 2 lbs.
Earplugs 3 cp — Pocket watch 250 gp 1 lb.
False-bottomed chest 52 gp 25 lbs. Poison pill ring +20 gp —
False-bottomed cup 1 gp — Powder 1 cp 1/2 lb.
False-bottomed scabbard 45 gp 1 lb. Prosthetic arm 10 gp 3 lbs.1
False manacles 65 gp 2 lbs. Prosthetic foot 1 gp 2 lbs.1
Folding chair 2 gp 10 lbs.1 Prosthetic hand 1 gp 1 lb.1
Folding ladder 2 gp 16 lbs. Prosthetic leg 20 gp 6 lbs.1
Grappling arrow 1 gp 1/2 lb. Pump water canister 75 gp 5 lbs.
Hammock 1 sp 3 lbs.1 Rice paper (sheet) 5 cp —
Harrow deck 100 gp — Scroll case 1 gp 1/2 lb.

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COMPANION TM

Item Cost Weight Item Cost Weight Craft DC


Sextant 1,000 gp 2 lbs. Keros oil 5 gp — 15
Shaving kit 15 sp 1/2 lb. Liquid ice 40 gp 2 lbs. 25
Shield Sconce 1 gp 1/2 lb. Marker dye 15 gp 1 lb. 15
Shovel 2 cp 3 lbs. Scent cloak 20 gp 2 lbs. 20
Signal horn 1 gp 2 lbs. Smoke pellet 25 gp — 20
Skeleton key 85 gp — Sneezing powder (packet) 60 gp 2 lbs. 25
Soap 1 cp 1/2 lb. Vermin repellent 5 gp — 20
Spear-thrower 1 gp 1 lb. Water purification sponge 25 gp 1 lb. 15
Spellbook, traveling (blank) 10 gp 1 lb.
Stationary 1 gp — Tools and Skill Kits
Stove can 10 gp 1 lb. Item Cost Weight
String or twine (50 feet) 1 cp 1/2 lb. Abacus 2 gp 2 lbs.
Tattoo 1 cp–20 gp — Alchemist’s lab, portable 75 gp 20 lbs.
Tent, small 10 gp 15 lbs.1 Anvil 5 gp 40 lbs.
Tent, medium 15 gp 20 lbs.1 Balancing pole 8 sp 12 lbs.
Tent, large 30 gp 40 lbs.1 Bear trap 2 gp 10 lbs.
Tent, pavilion 100 gp 50 lbs.1 Bellows 1 gp 3 lbs.
Thurible 50 gp 3 lbs. Compass 1 gp 1/2 lb.
Wandermeal 1 cp/serving Cooking kit 1 gp 2 lbs.
Waterproof bag 5 sp 1/2 lb. Doctor's mask 50 gp 2 lb.
Wax key blank 15 gp 1/2 lb. Doctor's outfit 150 gp 6 lbs.
Weapon Cord 1 sp — Drill 5 sp 1 lb.
Whetstone 2 cp 1 lb. Eyeglasses 5 gp —
Whistle 5 cp — Flotation device 1 gp 2 lbs.1
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Wrist sheath 1 gp 1 lb.1 Portable altar 250 gp 40 lbs.


Wrist sheath, spring loaded 5 gp 1 lb.1 Printing press (1–page) 250 gp 150 lbs.
The Prophecies of Kalistrade 75 gp 10 lbs.
Special Substances and Items Saw 4 cp 2 lbs.
Item Cost Weight Craft DC Sawback sword +5 gp —
Alchemical Grease 5 gp 1 lb. 15 Stretcher 1 gp 10 lbs.
Alchemical Solvent 20 gp 1/2 lb. 20 Surgeon’s tools 20 gp 5 lbs.1
Antiplague 50 gp — 25 Swim fins 1 sp 5 lbs.1
Beast Lure 30 gp 1/2 lb. 20 Thermometer 25 gp 1 lb.
Bladeguard 40 gp — 15 Trespasser’s boot 8 sp 2 lbs.
Bloodblock 25 gp — 25
Bodybalm 25 gp — 25 Clothing
Distilled terrap sap 30 gp 1/2 lb. 15 Item Cost Weight
Firework, Desnan candle 5 gp — 20 Cleats 5 gp 2 lbs.
Firework, paper candle 1 gp — 20 Furs 12 gp 5 lbs.1
Firework, skyrocket 50 gp 1 lb. 25 Hat 1 sp to 50 gp 1/2 lb. to
Firework, starfountain 500 gp 100 lbs. 25 2 lbs.1
Flash powder 50 gp — 20 Hot weather outfit 8 gp 4 lbs.
Fuse grenade 100 gp 1 lb. 25 Jewelry varies varies
Glowing ink (vial) 5 gp — 15 Mask 1 sp to 50 gp 1 lb.1
Invisible ink, simple 2 gp — 15 Pickpocket’s outfit 5 gp 3 lbs.1
Invisible ink, average 10 gp — 20 Scarf 1 sp to 5 gp 1/2 lb.1
Invisible ink, good 25 gp — 20 Scarf, pocketed 8 gp 1/2 lb.1
Invisible ink, superior 75 gp — 25 Scarf, reinforced 10 gp 1 lb.1
Itching powder 60 gp 2 lbs. 25 Snowshoes 5 gp 4 lbs.1
Kaava musk 40 gp 1/2 lb. 20 Tear–away clothing +5 gp varies1

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Weapons, Armor, and Adventuring Gear

Item Cost Weight Item Cost Weight


Vest 1 sp to 50 gp 1/2 lb.1 Pack animal, ox 15 gp 1 ton
Wig 5 gp to 500 gp 1/2 lb. to Pack animal, yak 24 gp 2 tons
4 lbs.1 Pseudodragon 200 gp 7 lbs.
Rat 1 cp 1 lb.
Food, Drink, and Lodging Rat, blue 1 gp 1 lb.
Item Cost Weight Rat, dire 5 gp 50 lbs.
Caydenbrew 5 cp/mug 1/2 lb. Raven 2 gp 3 lbs.
Coffee 1 cp/cup 1/2 lb. Snake, constrictor 5 gp 60 lbs.
Corentyn wine 15 gp/bottle 1/2 lb. Snake, viper 5 gp 10 oz.
Dwarven stout 4 cp/mug 1/2 lb. Stirge 20 gp 1 lb.
Grog 2 cp/mug 1/2 lb. Toad 2 cp 7 oz.
Kahve 2 cp/cup 1/2 lb. Toad, vision 10 gp 5 oz.
Linnorm mead 5 cp/mug 1/2 lb. Weasel 2 gp 8 oz.
Mwangi coffee 3 cp/cup 1/2 lb.
Oldlaw whiskey 20 gp/bottle 1 lb. Entertainment Items
Rumboozle 1 sp/glass 1/2 lb. Item Cost Weight
Tea 2 cp/cup 1/2 lb. Board games 1 sp–10 gp 2 lbs.
Tea, ceremonial 4 cp/cup 1/2 lb. Bowling set 5 sp–10 gp 15 lbs.
Tea ceremony set 25 gp 5 lbs. Kites 1 sp–2,000 gp 1 lb.–5 lbs.
Loaded dice, average 10 gp —
Mounts, Pets, and Related Gear Loaded dice, superior 50 gp —
Item Cost Weight Marked cards 1 gp 1 lb.
Animal harness 2 gp 2 lbs. Puzzle box 1 gp–1,000 gp 1 lb.–5 lbs.
Bat 5 gp 1 lb.
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Cage, Diminutive or Fine 10 gp 2 lbs. Item Cost Weight


Cage, Huge 60 gp 960 lbs. Allnight 75 gp —
Cage, Large 30 gp 240 lbs. Bachelor snuff 1 gp —
Cage, Small or Medium 15 gp 60 lbs. Belladonna 2 gp —
Cage, Tiny 2 gp 5 lbs. Clear ear 15 gp —
Canary 4 cp 9 oz. Flayleaf 20 gp 2 lbs.
Cat 3 cp 8 lbs. Garlic 1 sp 1 lb.
Cat, Osirion wise–eye 6 gp 8 lbs. Holly — —
Dog, combat-trained 25 gp 90 lbs. Mistletoe — —
Dog, riding 150 gp 120 lbs. Night tea 1 sp —
Dog sled 20 gp 300 lbs. Pesh 20 gp —
Donkey rat 1 gp 50 lbs Shoanti barbarian chew 1 gp —
Elephant 1,000 gp 5 tons Slave 75 gp 175 lbs.
Falcon 40 gp 20 lbs. Slave, hard labor 100 gp 200 lbs.
Falconry gauntlet 10 gp 1 lb. Slave, household 50 gp 130 lbs.
Hawk 18 gp 20 lbs. Slave, slip (halfling) 100 gp 39 lbs.
Horse, heavy war 300 gp 1,200 lbs. Slave, specialized 500 gp 160 lbs.
Horse, heavy 200 gp 1,000 lbs. Tobacco 1 gp 2 lbs.
Horse, light war 110 gp 900 lbs. Wolfsbane 5 sp —
Horse, light 75 gp 600 lbs. Woundweal 100 gp —
Lizard 5 cp 2 oz. 1
These items weigh one-quarter this amount when made for
Lizard, Nex gecko 12 gp 4 oz. Small characters. Containers for Small characters also carry
Monkey 3 gp 5 lbs. one-quarter of the normal amount.
Owl 10 gp 1 lb.
Owl, Verduran 20 gp 1 lb.
Pack animal, donkey/mule 8 gp 600 lbs.

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COMPANION TM

Combat
Equipment Tricks

I
n the hands of a professional warrior, everything the disarm check. At the GM’s discretion, you can also
becomes a weapon—even the simplest, most use this trick on any item the opponent is holding as long
mundane piece of gear. Equipment tricks give those as it would fit in your scabbard (such as a wand). You can
who school themselves in combat fresh ways to apply only use this trick if you are wearing or holding your
their hard-won abilities. Each trick relies on a specific empty scabbard.
feat, skill, or class feature in conjunction with the Find the Hidden (Blind-Fight): You can use your
appropriate piece of equipment (listed in parentheses scabbard to probe for hidden dangers. As a move action,
after the name of the trick). you may sweep your scabbard through an adjacent square
where you suspect there is an invisible creature; make a
New Feat: Equipment Trick touch attack and roll the miss chance normally. If it hits
(Combat) and you have an available attack, you may attack
Choose one piece of equipment, such as boots, that target once with a –2 penalty and no miss
cloak, rope, shield, or heavy blade scabbard. You chance for invisibility. All other attacks you
understand how to use that item in combat. make against that creature (whether in that
Prerequisite: Base attack bonus +1. round or otherwise) do not gain this benefit
Benefit: You may use any equipment (though you can sweep again on your next turn).
tricks relating to the item if you meet the Grab Purchase (Climb 5 ranks): You can use
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appropriate trick requirements. If the item your scabbard as leverage to halt a fall, keep
would normally be considered an improvised yourself from getting dragged, or prevent
weapon, you may treat it as a normal weapon or an other sorts of involuntary movement
improvised weapon, whichever is more beneficial by grabbing your scabbard with a free
for you. hand, jamming it into a hard surface, and
Special: You can gain Equipment Trick multiple clinging to it. Whenever you fail a Climb check,
times. Each time you take the feat, it applies to a new you may attempt to catch yourself while falling
type of equipment. with a +10 bonus; your GM may rule that some
walls require you to hold your scabbard with two
Heavy Blade Scabbard Tricks hands rather than one or are too smooth for this trick
In addition to the feat, skill, or other requirement to work. If subjected to involuntary movement such as
listed for each of these tricks, you must have the a bull rush, you may spend a move action from your
Equipment Trick (heavy blade scabbard) feat to use next turn to use your scabbard as an anchor, giving you
a trick. You may use these tricks with any sword a +5 bonus to your CMD to resist the movement. If you
scabbard designed for a heavy blade (see the fighter spend this move action, you only get a standard action
weapon groups on page 56 of the Pathfinder RPG Core during your next turn.
Rulebook). At your GM’s discretion, you may be able to Hurl Scabbard (Quick Draw): You can draw your
use some of these tricks with a scabbard intended for weapon in such a way that you send your combat scabbard
a light blade, but that requires a separate Equipment (see page 3) whirling off to strike at any creature in sight.
Trick feat and may be less effective. This ranged attack is a swift action and is treated as a
Capture Weapon (Improved Disarm): When you thrown weapon.
successfully disarm an opponent’s manufactured Steer Opponent (Improved Bull Rush): You can use your
weapon, as a free action you may flip the disarmed scabbard to move a foe into the perfect position for you
weapon into your scabbard so long as the weapon to make your attack. As a swift action, use your scabbard
would fit there. If you are not holding the scabbard to make a bull rush against an opponent. If you succeed,
in hand and attempt this, you have a –4 penalty on instead of pushing him back, you direct your target into the

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Combat: Equipment Tricks

path of your next attack. You gain a +2 bonus on your next you may choose to gain cover instead of the normal dodge
attack roll against the target, and +1 for every additional bonus to AC.
5 feet your bull rush could have pushed your opponent if Keen Eye (Perception 5 ranks): You have mastered the
you had chosen to push him back. If you fail the bull rush art of using the reflective surface of your shield to locate
attempt, you are considered flat-footed against that target foes that you dare not look at directly. On your turn, you
until your next turn. may choose to forfeit your shield’s AC bonus for 1 round
Tangle Leg (Improved Trip, Throw to improve your defenses against one creature using a
Anything): When you draw your weapon, gaze attack. Your chance to avoid having to make
you may send its combat scabbard whirling a saving throw against that creature’s gaze
off to strike an opponent’s legs. This bonus attack increases to 100%, and the creature
attack is a swift action and requires you to does not gain concealment against you.
make a trip attack against the target. The For every 5 ranks in Perception you have
target can be no larger than your own size above 5, you may simultaneously use this
category, and the range penalty applies to ability against another creature with a
your trip attempt. If you succeed, the target gaze attack.
is knocked prone. Failing this attempt does Release Shield (no prerequisites): You
not knock you prone unless you are within may remove a light or heavy shield as a
your opponent’s reach. swift action instead of a move action. You
may remove a throwing shield (see page 5)
Shield Tricks as a free action. Once you’ve removed the
In addition to the feat, skill, or other shield, you may hold it in one hand or drop
requirement listed for each of these tricks, it as a free action.
you must have the Equipment Trick (shield) Ricochet Shield (Deadly Aim, Throw
feat and proficiency in (non-tower) shields to Anything): When you throw a shield, you
use a trick. You may use these tricks with any can bounce it off one or more hard surfaces
light or heavy shield. At your GM’s discretion, in order to strike a target from an unexpected
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you may be able to use some of these tricks angle or to bypass an obstacle such as cover. Each
with a tower shield or buckler, but that requires a object you ricochet your shield off of imposes a –2
separate Equipment Trick feat for that kind of shield penalty on the attack roll. Range increments apply for
and may add a penalty on the associated roll. the total distance the shield travels, not just the direct
Break Ground (Improved Trip, Throw Anything): distance between you and the target.
In place of a melee attack, you can throw your shield Shield Gag (Improved Grapple, Throw Anything):
at an opponent’s feet, interfering with his movement You can force your shield into the mouth of a creature
and perhaps tripping him. You must be holding (not to prevent it from using bite attacks or other mouth-
wearing) your shield or using a throwing shield to use based abilities. Make a grapple check against a creature
this trick. Make a trip attack against your opponent. The at least two sizes larger than your size category. If you
opponent can be no larger than your own size category, succeed, you wedge your shield into its mouth. At any
and the range penalty applies to your trip attempt. If time you may release your shield, which means you
you succeed, the target is knocked prone. Failing this both lose the grappled condition and return to your
attempt does not knock you prone unless you are within own squares, though your shield remains in its mouth.
your opponent’s reach. Whether or not you succeed, The creature may remove the shield by destroying it (or
as long as your shield remains where you threw it, the leaving it with the broken condition), forcing the shield
opponent treats that square as difficult terrain until he out of its mouth with a grapple check against your CMB,
moves out of the square. or swallowing it (if it has the swallow whole ability) as if
Hurl Shield (Throw Anything): You can throw your the shield were a creature.
shield as a ranged improvised weapon. You must be While the shield is in place, the monster cannot use
holding (not wearing) your shield to perform this trick. If its mouth to make attacks (such as a bite or a giant frog’s
you are using a throwing shield, there is no reason to use sticky tongue) against anything but the shield and cannot
this trick. speak clearly enough to cast spells or use items requiring
Little Wall (Escape Artist 5 ranks): You can contort your speech. If it uses a breath weapon, its range is half normal
body behind your shield in order to gain a brief moment and any damage dealt must first get through the shield,
of security. Whenever you use the total defense action, with any remaining damage affecting the area normally.

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COMPANION TM

Faith
Channel Foci
H
oly symbols (and unholy symbols) represent a Focus Cost Weight
covenant between the mortal and the divine. Authoritative vestments 450 gp 15 lbs.
They allow the most pious to call forth the Chains of contrition 200 gp 2 lbs.
power of the gods themselves. Whether used to smite Consecrated weapon +150 gp —
enemies of the devout or to offer succor to the faithful, Hallowed chalice 200 gp 2 lbs.
holy symbols erase all doubt that the gods have a plan for Instrument of the divine 200 gp 3 lbs.
their mortal children. A channel focus is a garment or Lock of the saved +50 gp 1 lb.
other object that incorporates a holy or unholy symbol, Meditation crystal 100 gp 1 lb.
and has a special power when a member of that symbol’s Pectoral crest 75 gp 4 lbs.
religion channels energy through it. Sanctified rings (pair) 5 gp —
Activating a focus is identical to channeling energy, Sanctified shield +100 gp —
but instead of directing the power outward, the cleric Spiked focus ward 100 gp 2 lbs.
(or other appropriate character) directs it into the focus, Teaching staff 75 gp 5 lbs.
expending one use of channel energy. This triggers the
item’s ability; the channel does not have any of its normal
effects (for example, a cleric channeling positive energy a particular viewer once per day (additional attempts have
through her focus would not heal living creatures or harm no effect, though you can still persuade viewers normally
undead in the area). The cleric must wear or hold the without the help of the focus).
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focus, as appropriate. She can still use channel energy in Chains of Contrition: Each carefully forged link of
the normal way, even while wearing or holding a channel these masterwork manacles (with a good lock) contains
focus. An activated channel focus radiates faint conjuration a parable or other quotes excerpted from sacred texts.
(positive energy) or necromancy magic (negative energy). Activating the focus increases its Disable Device, Escape
An unactivated focus is completely nonmagical—it is a Artist, and break DCs by 5; its hardness increases by 2 and
channel for the magical positive or negative energy, but its hit points by 4. This effect lasts 24 hours or until the
has no magic of its own. creature frees itself or is released.
Because a focus includes the holy symbol of a specific Consecrated Weapon: Consecrated weapons may be of
religion, in most cases a cleric cannot activate the focus of any type—swords, axes, masterwork, mithral, and even
another faith (though your GM may rule that a member of magical—and function appropriately. When activated,
an allied church can activate another religion’s focus). A the cleric charges the weapon with positive or negative
cleric whose deity allows positive or negative channeling energy (as appropriate) so it deals extra damage when
may use either type to activate a focus, though some foci it hits a target. This functions like the Channel Smite
may have different effects depending on what kind of feat, except the additional damage is equal to half the
energy activates them. The cleric can use the focus as a cleric’s channel energy damage (the target makes a Will
holy symbol (whether activated or not), though if it is a save as normal, based on the cleric’s channel energy DC).
worn item rather than a held item she must touch the The weapon remains charged with this energy until it
item with a free hand. successfully strikes a creature or 24 hours pass, whichever
Authoritative Vestments: Typically worn by senior comes first. Creatures other than the cleric are able to use
members of a faith, these cumbersome but splendidly the charged weapon and this ability.
ornate garments create an aura of dignity and gravitas Hallowed Chalice: Before it is used, this elegant
that few dare to challenge. When activated, the garments drinking vessel must be filled with water, wine, or another
make you seem more impressive and worthy of respect ceremonial liquid appropriate to the faith. Activating the
to all viewers within 60 feet of you; you may make a chalice charges the liquid with channeled energy; any
single Diplomacy check to change the attitudes of these member of the faith who drinks the entire contents of
viewers as a swift action. You can only use this ability on the chalice (as if drinking a potion) recovers hit points or

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Faith: Channel Foci

takes damage as if the cleric had used her channel energy size or 24 hours pass. If touched, the focus releases the
on him (including all feats and abilities that affect the DC stored power as if you used channel energy, though it
and damage). The liquid in the chalice remains charged only heals or deals half the normal damage (including all
until consumed, spilled, or 24 hours pass; some chalices feats and abilities that affect the DC and damage). Good
include a cover to prevent spillage. clerics use these items to provide healing in large battles
Instrument of the Divine: This masterwork musical where a cleric may not be nearby; evil clerics often use
instrument may be of any type (lyre, harp, drum, and so them as traps.
on). As a focus, it transforms faith into powerful music. Teaching Staff: Carved from heartwood and bearing
Once activated, a member of the cleric’s faith can draw ornate symbols along its length, this staff is used to reveal
upon the power in the instrument to add a sacred (if critical or uplifting information to other members of the
positive energy) or profane (if negative energy) bonus on faith, usually during a sermon. When activated, all
his next Perform check; this bonus is equal to the number creatures of the cleric’s religion gain a sacred (if
of dice of the cleric’s channel energy ability. The bonus positive energy) or profane (if negative energy)
persists for the entirety of the performance. bonus on Knowledge (religion) checks for 1
Lock of the Saved: This sturdy lock may be of any minute; this bonus is equal to the number of
quality; the cost of making it a channel focus is in dice of the cleric’s channel energy ability.
addition to the normal lock cost. When activated, the
lock’s Disable Device DC and the break DC for whatever
it is locking (such as a door or chest) increase by 5; the
lock gains +2 hardness and +4 hit points. The lock retains
these bonuses for 24 hours or until it is forced open
(including picking the lock).
Meditation Crystal: Though this focus is usually a
hand-sized crystal, the exact form (such as a wooden
idol, an iron disk, and so on) may vary for some religions.
A monk or paladin of the cleric’s faith may concentrate
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upon an activated meditation crystal, taking no actions


for 1 minute, and regain 1 ki point or one use of lay on
hands. Once activated, the crystal retains its energy
until a monk or paladin uses it for this purpose or 24
hours pass.
Sanctified Rings: A single tiny religious symbol
adorns each ring in this matched pair. If two people
each wear one of the rings and clasp hands, a cleric may
activate both rings with one use of channel energy. If
the person wearing one of these rings dies or removes it,
the other ring instantly cracks; the wearer of the broken
ring knows if it cracked because the other wearer died or
the ring was removed.
Sanctified Shield: A sanctified shield may be any type
of shield (including bucklers, tower shields, and even
magical shields). When activated, a sacred shield adds a +1
sacred (if positive energy) or profane (if negative energy)
bonus to the wearer’s Armor Class. This bonus lasts for 24
hours or until the wearer is struck in combat, whichever
comes first. Creatures other than the cleric are able to use
the charged shield and this ability.
Spiked Focus Ward: This holy symbol has a small nail
or spike somewhere along its length, allowing it to be
hammered it into a wall, tree, floor, or any hard surface.
Once fixed in place and activated, it stores channeled
energy until it is touched by a creature of at least Small

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COMPANION TM

Magic
Alchemical Power Components
A
n alchemical power component is an alchemical Wall of Stone (M): For each pot of grease used as a power
item used as a material component or focus for component, you may designate one 10-foot square of the
a spell in order to alter or augment the spell’s spell’s stone wall as being slippery (+5 to Climb DCs).
normal effects. What follows is a sample of these effects;
your GM may allow other combinations. Spells followed by Alchemist’s Fire
an (M) expend the alchemical item as a material component; This dwarven favorite can make fire spells last longer.
those followed by an (F) use the item as a focus and do not Burning Hands (M): One target that fails its Reflex
expend it. In both cases, the alchemical item does not have saving throw (your choice) catches on fire as if it has been
its normal effect and does not affect any other parameters struck by alchemist’s fire.
of the spell. You cannot use the same item as both a focus Fireball (M): One target per caster level that fails its
and a material component at the same time. Reflex saving throw (your choice) catches on fire as if it has
been struck by alchemist’s fire.
Acid Flaming Sphere (M): Any creature damaged by a
A common flask of acid has many uses as a power flaming sphere catches on fire as if it has been struck by
component, particularly with attack spells. alchemist’s fire.
Acid Arrow (M): The spell’s acid lasts 1 round longer Protection from Energy (M): If cast to ward against cold,
than normal. increase the amount of fire damage absorbed by 5.
Acid Fog (M): The fog’s radius and height increase by 5 feet. Resist Energy (M): If cast to ward against cold, increase
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Acid Splash (F): The spell deals +1 point of damage. the fire resistance to 12. At caster level 7th, you may use two
Acid Splash (M): The spell lasts 1 round longer than normal. flasks of alchemist’s fire as a power component to increase
Dispel Magic (M): Using acid as a material component the fire resistance to 24. At caster level 11th, you may use
while attempting to dispel or counterspell a spell or effect three flasks as a power component to increase the fire
with the earth subtype gives you a +2 bonus on your dispel resistance to 36.
check. This bonus applies whether you are using dispel magic, Scorching Ray (F): Add a +1 circumstance bonus on your
greater dispel magic, or some other spell that you can use for attack roll with all rays from the spell.
counterspelling (for example, if you have the Improved Scorching Ray (M): Any target damaged by a scorching ray
Counterspell feat). catches on fire as if it has been struck by alchemist’s fire.
Grease (M): The grease is acidic and deals 1 point of acid
damage per round to any creature in the area or holding Antiplague
the greased object. Certain healing spells have greater effects when used with
Wall of Ice (M): For each flask of acid used as a power this substance (see page 9).
component, you may designate one 10-foot square of ice Heroes’ Feast (M): For each vial of antiplague used as a
wall that, if broken through, deals 1d6 acid damage in power component, one creature eating the feast gains the
addition to the normal cold damage. benefits of antiplague for 12 hours. Antiplague’s normally
foul taste does not change the taste of the feast.
Alchemical Grease Remove Disease (M): Add +2 on your caster level check
This substance (described on page 9) is good for augmenting to cure diseases on the target.
spells affecting or creating surfaces.
Grease (M): Increase the Reflex save DC for affected creatures Antitoxin
and the Escape Artist bonus for greased armor by 1. Like antiplague, this substance can augment certain
Sleet Storm (M): Increase the Acrobatics DC by 1. healing spells.
Wall of Iron (M): For each pot of grease used as a power Neutralize Poison (M): Add +2 on your caster level check
component, you may designate one 10-foot square of iron to neutralize poison on a target creature. Antitoxin has no
wall as being slippery (+5 to Climb DCs). effect when you cast the spell on an object.

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Magic: Alchemical Power Components

Bladeguard Protection from Energy (M): If cast to ward against fire,


Weapons and armor aren’t the only things bladeguard (see increase the amount of cold damage absorbed by 5.
page 9) protects. Resist Energy (M): If cast to ward against fire, increase
Wall of Iron (M): For each pot of bladeguard used as a power the cold resistance to 12. At caster level 7th, you may use two
component, you may designate one 10-foot square of iron wall jars of liquid ice as a power component to increase the cold
that has acid resistance 10 and immunity to rusting attacks. resistance to 24. At caster level 11th, you may use three jars
as a power component to increase the fire resistance to 36.
Flash Powder
Useful as a distraction, flash powder (see page 10) makes Smokestick
light-burst spells more dangerous. These items work best with spells that create clouds or smoke.
Flare (M): Increase the saving throw DC of the spell by 2. Fog Cloud (M): Increase the radius of the cloud by 5 feet.
Pyrotechnics (M): When used to create fireworks, increase Obscuring Mist (M): The spell creates a smoky haze
the DC by 1 and the blindness duration by 1 round. instead of mist. This haze cannot be dispersed by fire
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spells and dissipates naturally after 1 minute.


Itching Powder Pyrotechnics (M): Increase the radius of the cloud by 5
This powder (see page 10) can make an otherwise innocuous feet and the duration by 2 rounds.
spell especially irritating.
Glitterdust (M): For each packet of itching powder used Tanglefoot Bag
as a power component, you may designate one creature in These sticky pouches can make a troublesome spell even worse.
the area to be affected by itching powder (DC 12). Black Tentacles (M): For each tanglefoot bag used as a
Repel Vermin (M): The first vermin that enters the power component, you may reroll the tentacles’ grapple
emanation is subject to the effects of itching powder check against one creature of your choice.
(DC 15). Each packet of itching powder beyond the first Slow (M): For each tangelefoot bag used as a power
means the spell affects another vermin that enters the component, you may designate one slowed creature as
emanation. A swarm of vermin counts as one vermin for being affected by a tanglefoot bag.
the purpose of this effect. Web (M): Increase the DC of breaking free by making a
Summon Swarm (M): Increase the swarm’s distraction combat maneuver or Escape Artist check by 1.
DC by 2.
Thunderstone
Liquid Ice While they are effective enough on their own, these stones
This substance (see page 11) augments cold magic. have useful interactions with some spells.
Cone of Cold (M): The spell deals +1 point of damage Alarm (M): If cast as a mental alarm, you may have
per caster level. the spell activate a mental and audible alarm. If cast as
Gentle Repose (M): The spell’s duration increases to 2 an audible alarm, the alarm is as loud as a thunderstone
days per level. and affects creatures in a 10-foot-radius spread as if a
Ray of Frost (F): The spell deals +1 point of damage. thunderstone had detonated there.
Ray of Frost (M): The spell creates an icicle of frozen Glyph of Warding (M): Creatures that fail their
water vapor that strikes the target and deals 1d3 points of saves against a blast glyph are also deafened as if by a
piercing damage and 1 point of cold damage. thunderstone.

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COMPANION TM

Persona
Arayam Bismut, Alchemist for Hire
A
rayam is an alchemist for hire, using the money chose not to have children so as not to visit the curse
he makes to fuel his research into alchemical upon their progeny.
healing so he can save his spellcaster sisters from The one exception was Markolin Bismut, who married
the curse that eventually kills everyone in his family—a young and sired nine children, all daughters save for the
curse to which he is strangely immune. Occasionally last, before he succumbed to the illness at age 43. His
Arayam signs on with a group of adventurers as a mobile eight daughters all exhibited the same high-magic ability
alchemist’s shop, using the adventures as a way to hone his of the rest of the Bismut dynasty, but his ninth child,
skills, learn new things, and bring in some hard coin. Arayam, showed no magical talent whatsoever. It wasn’t
Arayam travels light, but his alchemical equipment is until his late teens that it became clear that Arayam was
still heavy enough that he needs a packhorse. He is an unaffected by the Bismut curse.
excellent rider and keeps his horses under control but is Arayam was the black sheep of the family, the only
generally unwilling to leave his equipment unattended Bismut in recorded history to be entirely mundane.
for any length of time. He’s happy to stay behind and Some of his sisters were resentful that he was spared
guard the animals if it seems like danger is in the the illness that was beginning to work on them, and his
offing, though if there are likely to be significant magic mother often lamented that one of her talented daughters
or alchemical secrets involved in the adventure, he may hadn’t been gifted with his blessing of long life. With
insist on coming along. the encouragement of his sisters Alayna and Kinsiya,
Arayam can craft any alchemical items for which he Arayam took up the study of alchemy as a way to prove to
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has the raw materials. In addition, his researches into his family that he could do great things as well. He soon
alchemical healing give him a +4 competence bonus on began dabbling in alchemical healing, a study entirely
his Craft (alchemy) checks to craft antiplague, antitoxin, overshadowed by divine healing.
or similar healing or affliction-preventative items. Arayam became convinced that there must be an
Arayam is spindly and eccentric looking. He usually alchemical cure for the Bismut curse, some chemical
wears leather goggles with glass lenses to protect his admixture that would stop or even reverse the
eyes from alchemical reagents. His hair is pale and often constitutional deterioration of his sisters.
somewhat frizzy due to exposure to chemical fumes. He
often works long hours and doesn’t get enough sleep; that Arayam Bismut
and his line of work make his eyes bloodshot. For all that, Male human expert 6
he is friendly, his smile is warm, and his empathy toward NG Medium humanoid (human)
those in difficult situations is unmatched. Init +0; Senses Perception +11
Defense
The Bismut Curse AC 14, touch 10, flat-footed 14 (+4 armor)
For as long as the family has kept records, every hp 33 (6d8+6)
Bismut child has been magically talented. Some three Fort +4, Ref +3, Will +8
generations ago, however, a terrible affliction visited Offense
itself upon the family: a wasting illness completely Speed 30 ft.
resistant to magical healings. Neither the healing spells Melee dagger +3 (1d4–1/19–20)
of the most powerful clerics nor the abjurations of the Ranged mwk light crossbow +5 (1d8/19–20) or
most powerful wizards had any affect on the malady. splash weapon +4 ranged touch (varies)
The illness, generally referred to as the Bismut Curse, Tactics
eats away at the constitution of its victims, beginning in During Combat Arayam uses whatever bolts or alchemical items
the teen years and eroding health to the point of death seem most effective against a specific enemy. He is very
somewhere in the thirties. Every child had the curse, aware of the cost of this equipment and tries to be frugal
and with only one exception, the second generation about expending these resources. He goes to great lengths

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Persona: Arayam Bismut, Alchemist for Hire

The Bismut Sisters


Arayam’s eight older sisters each specialized in a different school of magic, and most are celebrated as powerful wizards. As the disease
makes its inexorable process, each sister in turn diminishes and dies.
Regina: A master evoker, Regina was a fearless innovator in the field of architecture, weaving magic into the stone of her constructions.
The bridges she helped build are renowned for their clean lines, uncluttered by extraneous supports, trusses, and pilings.
Emyra: Emyra was a scholarly recluse, fully devoted to the art of transmutation. While she was tight-lipped and her notes were never found,
rumor has it that at the time of her death she was in the final stages of determining a way to cast a permanent form of bear’s endurance.
Jasmiya: Jasmiya, an enchantress, spent her considerable talents wiling her way into the highest levels of the royal court of Taldor. As
the malady neared its conclusion, she disappeared under mysterious circumstances.
Antasia Tandarian: Antasia is a master of illusion and has used her powers to maintain the physique and appearance of a healthy
person, even though she is in the final throes of the illness. Antasia packs as much good living as possible into her remaining years and
is the center of a large circle of family, friends, and social contacts.
Carmika: Carmika, a powerful conjurer, disappeared recently. Rumors abound that she made deals with the devils she summoned to
protect her from her illness, and that before her disappearance she was seen meeting with agents of Cheliax.
Ephemiya: Ephemiya excels at the art of necromancy. She keeps up a regular correspondence with Arayam, largely about her efforts at
gaining immortality without becoming a lich. Arayam hopes to find an alchemical cure before lichdom becomes Ephemiya’s only alternative.
Alayna and Kinsiya: Alayna and Kinsiya are both Eagle Knights of Andoran. Alayna uses her abjurations to bolster small teams on
important missions, while Kinsiya’s divinations help the organization prepare for any contingency. Kinsiya is a dreamy woman and can
have a hard time articulating her visions, but she claims to know with absolute certainty that Arayam will find a cure for the illness.

to stay out of melee combat, suing tanglefoot bags to bind


opponents so he can move away.
Morale Arayam is essentially a non-combatant. Unless he thinks
he can turn the tide, he hides or flees. He is willing to leave his
alchemical equipment behind if the situation is dire, but he
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does not give up his notebooks and remains in danger long


enough to secure them.
Statistics
Str 8, Dex 10, Con 13, Int 18, Wis 14, Cha 12
Base Atk +4; CMB +3; CMD 13
Feats Combat Expertise, Point-Blank Shot, Skill Focus (Craft
[alchemy]), Splash Weapon Mastery (see page 31)
Skills Appraise +13, Craft (alchemy) +16, Diplomacy +10, Handle
Animal +7, Heal +11, Knowledge (arcana) +13, Knowledge
(dungeoneering) +6, Knowledge (engineering) +6, Knowledge
(geography) +6, Knowledge (history) +5, Knowledge (local)
+6, Knowledge (nature) +13, Perception +11, Ride +4,
Spellcraft +10, Survival +11
Languages Common, Draconic, Elven, Gnome
Combat Gear potions of cure light wounds (3), potion of
cure moderate wounds, acid (4), alchemist’s fire (3),
antitoxin (2), smokesticks (2), sunrods (10),
tanglefoot bags (2), thunderstone; Other Gear
chain shirt; dagger; mwk light crossbow
with 10 bolts, +1 bane bolts (1 each of
monstrous humanoid, undead, and
vermin), +1 flaming bolt, and +1 frost bolt;
cloak of resistance +1; alchemist’s lab;
alchemical supplies (worth 100 gp);
notebook; pack horse with saddle;
tindertwigs (10); 52 gp

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COMPANION TM

Social
Equipment Traits and New Feats
S
ome people define themselves by what they own. as if the local community were of sufficient size. Each
These new traits and feats appeal to gear-obsessed additional attempt (successful or otherwise) in that
characters. community increases the DC by an additional +10.
Example: If you’re trying to find a +1 cloak of resistance
Equipment Traits (1,000 gp), you’d normally need to be in a small town
Many adventurers come to rely on certain gear to the (base value 1,000 gp) or larger to be able to find that item
extent that the equipment and the adventurer each with little trouble. If you’re currently in a hamlet, that’s
become something more when the other is present. The two community sizes away from a small town, so the
symbiosis between adventurers and their gear is varied Diplomacy DC is 30. If you went to a village and asked
and complex. Below are several traits and feats that help there, the DC would only be 20 because it’s only one
characters make the most of their equipment or use their community size away from a small town.
equipment to make the most of their skills. Extremely Fashionable: You really know how to make
Traits are a game mechanic explained in the a good impression when you’re dressed well. Whenever
free Pathfinder Roleplaying Game Character Traits Web you are wearing clothing and/or jewelry worth at least 150
Enhancement, available at paizo.com/traits. In short, they gp (and not otherwise covered in gore, sewage, or other
are ways to help you customize your character a little things that mar your overall look), you gain a +1 trait
more, and (in many cases) give the GM tools to strengthen bonus on Bluff, Diplomacy, and Intimidate checks. One
your character’s connection to the campaign world. Traits of these skills (your choice) is a class skill for you.
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are divided into categories such as Basic, Campaign, Heirloom Weapon: You carry a weapon that has been
Race, Regional, and Religion; this book introduces a new passed down from generation to generation in your
trait category: Equipment Traits. Equipment Traits are family. This heirloom weapon is of masterwork quality
keyed to specific types of equipment. They represent an (but you pay only the standard cost at character creation).
unusual knack for a particular kind of equipment (such You gain a +1 trait bonus on attack rolls with this specific
as splash weapons) or for a specific item (such as a family weapon and are considered proficient with that specific
heirloom sword). weapon (but not other weapons of that type) even if you
The following Equipment Traits are available to any do not have the required proficiencies.
character who has an available trait, as per the normal Improvisational Equipment: You have an uncanny
trait rules. knack for turning equipment to new and unexpected uses.
Augmented Disguise: You are especially good at When using an item for anything other than its intended
disguising yourself when you have props available. You purpose—such as using a crowbar as a grappling hook
gain a +2 trait bonus on Disguise checks when wearing or an old shirt to bandage a deadly wound—reduce
a wig, false beard, or similar large prop, or if you are the improvisation penalty by ­­2. This does not apply to
wearing a special costume or eye-catching bauble that improvised weapon penalties. Your GM may rule that
reinforces your disguise. some things are just not suitable for use in certain ways;
Dealmaker: You have the air of a person with money, for example, gluing a dead orc’s face to your own face
allowing you to buy and sell valuables that otherwise are won’t help you disguise yourself as an orc.
too rich for the local community. Once per week, when Iron Liver: Due to a lucky constitution or frequent
looking for an item with a price greater than the local exposure, your body is resistant to poison, including
community’s base value (see page 461 of the Pathfinder alcohol and drugs. You gain a +2 trait bonus on Fortitude
RPG Core Rulebook), make a DC 10 Diplomacy check; add saves against poison and drugs, and a +4 trait bonus on
10 to the DC for each community size category between Fortitude saves to avoid the effects of alcohol.
the current community and the community size with a Power of Suggestion: People trust your words over their
base value sufficient for that item. Success means (with own eyes. You may make a Bluff check to make observers
GM approval) you’re able to sell or purchase that item believe that an object in your possession is actually a

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Social: Equipment Traits and New Feats

different object entirely. The DC for the check is 20 for part of a Perform (comedy) check or make a dramatic
items of a similar size, shape, and color (such as a glaive appearance with a smokestick as part of a Perform (act)
and a quarterstaff ). Items of a different shape, size, or color check, but you would not actually take fire damage or
raise the DC by 5 for each dissimilar aspect, or more if the gain concealment from smoke.
dissimilarity is extreme. This deception lasts 1 minute; if Stealthy Escape: You are adept at escaping from
the item is still in view, the observers may recognize their confinement in an unobtrusive manner. When trying to
error unless you make another bluff check. escape manacles, rope, or other similar restraints (but
Prehensile Whip: In your hand a whip has a life of its not grapples or similar attacks), you may make a Sleight
own, wrapping around pillars and beams with ease. You of Hand check instead of your Escape Artist modifier.
can use a whip as if it were a rope with a grappling hook If you free yourself, you gain a +2 trait bonus on Bluff
at the end. Attaching your whip is a standard action, but checks to pretend that you are still bound.
detaching it is a full-round action. Thrown-Together Fashion: You can modify old clothing
Quick Learner: You’re skilled at learning the feel of to make it effective in new circumstances. With a basic
a particular weapon after a few swings in combat. After sewing kit or disguise kit, you can make a Disguise check
your first attack with a weapon in which you are not to change one outfit into another outfit (see page 159 of the
proficient, the non-proficiency penalty decreases by 2 (to Pathfinder RPG Core Rulebook, or page 13 of this book). The
a –2 penalty). This effect lasts only while you have the DC of this check is equal to 10 + the gp difference between
weapon in hand; you must “relearn” the weapon each costs of the outfits. The alteration takes 10 minutes
time you pick it up. per 1-gp difference in the cost of the outfits.
Rough and Ready: Your intense familiarity
with the tools of your trade allows you to New Feats
use them in combat as if they were actual Quick hands and a knack for throwing
weapons and makes them more effective have saved many adventurers from a
for that purpose than they would gruesome death.
normally be. When you use a tool of your
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appropriate Craft or Profession skill) as a You can draw your weapon with such
weapon, you do not take the improvised speed and finesse that your opponents
weapon penalty and instead receive a +1 don’t realize they’re threatened.
trait bonus on your attack. This trait is Prerequisite: Quick Draw.
commonly used with shovels, picks, Benefit: When you draw a light
blacksmith hammers, and other weapon, you may make a Sleight of Hand
sturdy tools—lutes and brooms check instead of a Bluff check to feint in
make terribly fragile weapons. combat. Other feats and abilities that
Stage Magic: You have put in affect a feint still apply to your feint.
many hours practicing with flashy
alchemical items that enhance Splash Weapon Mastery
your Perform skill. When You are adept at increasing the range, area,
you use an attention-getting and accuracy of splash weapons.
alchemical item such as a flask of Benefit: When throwing a splash
alchemist’s fire, smokestick, weapon, you act as if you had the
thunderstone, or another Far Shot feat. When you hit with
appropriate alchemical item a splash weapon, select one
(GM’s discretion) as part of a additional square adjacent to
performance, you gain a +2 trait the splash area; creatures in this
bonus on your Perform check for area also take splash damage.
the duration of that performance. When you miss with a splash weapon,
The item is expended without you may adjust the miss direction on
its normal effects and only serves the grid by +1 or –1. This feat counts
to make your performance more as Far Shot for the purpose of qualifying
impressive; for example, you could for other feats, but only in regard to splash
pretend to ignite yourself with alchemist’s fire as weapons.

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COMPANION TM

Coming Next Magic


Gnomes are the most enigmatic of the civilized races— by Owen KC Stephens
exiles from the First World, driven to explore and create Most gnomes have innate magical powers, and use these
lest they fade and die. Read all about their strange inner like they would any tool—to explore their world and make
workings in Pathfinder Companion: Gnomes of Golarion! life interesting. This section also includes new feats to
extend gnome illusions or make illusions threatening, as
Everything Gnome well as new illusion spells!
Whether you want the history of gnomes since their arrival
on Golarion, hints and rumors about what happened in And More!
the First World to drive them out, gnome senses, Gnome family life, relationships, and
outlook, physiology, psychology, culture, other language; two gnome cohorts; new
types of gnomes (such as deep gnomes and feats; descriptions of many gnome
spriggans), or new traits, it’s all here! settlements; the new Wonderseeker
faction—all the information you need to
Combat make your gnome character unique and fun is
by Jeff Quick waiting at your fingertips!
Gnomes love alchemy and gadgets,
and they use these obsessions to Subscribe for
create new weapons and armor, More Lore!
such as a collapsible polearm, an Discover Golarion and learn more
extendable mace, the ripsaw glaive, about this rich, detailed campaign
and the snarlshield. world. Head over to paizo.com and
subscribe today to have each player-
Faith friendly Pathfinder Companion
by Colin McComb delivered straight to your door, with new
1018309 518981

Discover which gods the gnomes information about fantasy races and nations,
worship, why these deities appeal to combat techniques, and magical discoveries! Or,
them, how they express their faith, and the if being a GM is more your style, try subscribing to
role of the Bleaching in gnome wisdom, the Pathfinder Chronicles, Pathfinder Modules, or Pathfinder
plus game mechanics for the dreaded Adventure Paths. Missed out on a juicy secret? Log on and
gnome affliction. pick up every volume of past Pathfinder products online!

OPEN GAME LICENSE Version 1.0a


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Coast, Inc (“Wizards”). All Rights Reserved. to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
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Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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Use, the Open Game Content. Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors:
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paizo.com #1417221, jones smither <catman12345685@lycos.com>, May 7, 2010

Weapons Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Unarmed Attacks Light Melee Weapons
Brass knuckles 1 gp 1d2 1d3 ×2 — 1 lb. B see text Aklys 5 gp 1d4 1d6 ×2 20 ft. 2 lbs. B trip
Dwarven maulaxe3 25 gp 1d4 1d6 ×3 10 ft. 5 lbs. P or S
Light Melee Weapons Rope gauntlet 2 sp 1d3 1d4 ×2 — 2 lbs. B (or S)
Cestus 5 gp 1d3 1d4 19–20/×2 — 1 lb. B monk Sawtooth sabre3 35 gp 1d6 1d8 19–20/×2 — 2 lbs. S
Hanbo 1 gp 1d4 1d6 ×2 — 2 lbs. B monk, trip Sica 10 gp 1d4 1d6 ×2 — 3 lbs. S
Wooden stake — 1d3 1d4 ×2 10 ft. 1 lb. P Swordbreaker dagger 10 gp 1d3 1d4 ×2 — 3 lbs. S disarm, sunder

One–Handed Melee Weapons One–Handed Melee Weapons


Mere club 2 gp 1d3 1d4 ×2 — 2 lbs. B or P Battle poi 5 gp 1d3 fire 1d4 fire ×2 — 2 lbs. fire
Butterfly knife 5 gp 1d3 1d4 19–20/×2 — 1 lb. P or S
Two–Handed Melee Weapons Dueling sword, Aldori3 20 gp 1d6 1d8 19–20/×3 — 3 lbs. S
Bayonet 5 gp 1d4 1d6 ×2 — 1 lb. P Falcata3 18 gp 1d6 1d8 19–20/×2 — 4 lbs. S
Khopesh3 20 gp 1d6 1d8 19–20/×2 — 8 lbs. S trip
Ranged Melee Weapons Madu, leather 40 gp 1d3 1d4 ×2 — 5 lbs. P
Bullets, groaning (10) 2 gp — — — — 5 lbs. B see text Madu, steel 40 gp 1d3 1d4 ×2 — 6 lbs. P
Stingchuck — 1d3 1d4 ×2 10 ft. 9 lbs. B see text Rhoka 5 gp 1d6 1d8 18–20/×2 — 6 lbs. S
Scorpion whip 5 gp 1d3 1d4 ×2 — 3 lbs. S disarm, reach, trip
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Shotel 30 gp 1d6 1d8 ×3 — 2 lbs. P
Light Melee Weapons Temple sword3 30 gp 1d6 1d8 19–20/×2 — 3 lbs. S monk, trip
Blade boot 25 gp 1d3 1d4 ×2 — 2 lbs. P see text Urumi3 50 gp 1d6 1d8 18–20/×2 — 6 lbs. S
Dogslicer 3 8 gp 1d4 1d6 19–20/×2 — 1 lb. S
Switchblade knife 5 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P Two–Handed Melee Weapons
War razor 3 8 gp 1d3 1d4 19–20/×2 — 1 lb. S Chain spear (flying talon) 3 15 gp 1d4/1d4 1d6/1d6 ×2 — 13 lbs. S trip
1018310 518982

Flambard 50 gp 1d8 1d10 19–20/×2 — 6 lbs. S sunder, trip


One–Handed Melee Weapons Garrote 3 gp 1d4 1d6 ×2 — 1 lb. S grapple, see text
Combat scabbard, sharpened 10 gp 1d4 1d6 18–20/×2 — 1 lb. S see text Mancatcher 15 gp 1 1d2 ×2 — 10 lbs. P reach, trip, see text
Klar 3 12 gp 1d4 1d6 ×2 — 6 lbs. S Meteor hammer 10 gp 1d8 1d10 19–20/×2 — 10 lbs. B
Scizore 20 gp 1d8 1d10 ×2 — 3 lbs. P Scarf, bladed3 12 gp 1d4 1d6 ×2 — 2 lbs. S disarm, trip
Terbutje 5 gp 1d6 1d8 19–20/×2 — 2 lbs. S
Terbutje, steel 20 gp 1d6 1d8 19–20/×2 — 4 lbs. S Ranged Weapons
Boomerang 3 gp 1d4 1d6 ×2 30 ft. 3 lbs. B see text
Two–Handed Melee Weapons Double crossbow 3 300 gp 1d6 1d8 19–20/×2 80 ft. 18 lbs. P
Bardiche 13 gp 1d8 1d10 19–20/×2 — 14 lbs. S brace, reach, see text Lasso 1 sp — — — — 5 lbs. — see text
Bec de corbin 15 gp 1d8 1d10 ×3 — 12 lbs. B or P brace, reach, see text Launching crossbow 3 75 gp — — — — 8 lbs. —
Bill 11 gp 1d6 1d8 v3 — 11 lbs. S brace, disarm, reach, see text Shoanti bola3 15 gp 1d3 1d4 ×2 10 ft. 2 lbs. B
Earth breaker 3 40 gp 1d10 2d6 ×3 — 14 lbs. B Sling glove 5 gp 1d3 1d4 ×2 50 ft. 2 lbs. B
Glaive-guisarme 12 gp 1d8 1d10 ×3 — 10 lbs. S brace, reach, see text Throwing shield +50 gp 1d4 1d6 ×2 20 ft. — B trip
Lucerne hammer 15 gp 1d10 1d12 ×2 — 12 lbs. B or P brace, reach, see text 1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
Ogre hook3 24 gp 1d8 1d10 ×3 — 10 lbs. P trip 2
A weapon with two types is both types if the entry specifies “and,” and can be either type (wielder's choice) if the entry specifies “or.”
Syringe spear 100 gp 1d6 1d8 ×3 20 ft. 6 lbs. P brace, see text 3
This item appears in the Pathfinder Chronicles Campaign Setting.

Ranged Weapons
Arrows, whistling (20) 2 gp — — — — 3 lbs. P see text
Chakram 1 gp 1d6 1d8 ×2 30 ft. 1 lb. S
Hunga munga 4 gp 1d4 1d6 ×2 15 ft. 3 lbs. P
Pilum 5 gp 1d6 1d8 ×2 20 ft. 4 lbs. P see text

Table continued on inside back cover

1018310
paizo.com #1417221, jones smither <catman12345685@lycos.com>, May 7, 2010 1018310
®

Hundreds of New Items!


W
hether your character’s in the market for an exotic weapon, a new pet, or an unusual
alchemical item to help in exploring old tombs, this book has it covered. Adventurer’s
Armory is the go-to sourcebook for supplementing your character’s gear; all of the items
are nonmagical and most of them are priced low enough that even 1st-level heroes can afford them!
Customize your equipment for any given adventure with the following:

► New weapons and armor!


► New alchemical items!
► Skill aids and class-specific items!
► New poisons and black-market goods!
► Travelers’ comforts, such as cooking supplies and tents!
► Adventurer favorites, like bladed boots and spring-loaded wrist sheaths!
► New uses, rules, and tricks for mundane gear!
► Divine items that react to channeled energy!
► Power components for spells!
► New traits!
► An alchemist cohort to keep you supplied in the field!

This player-friendly Pathfinder Companion works best with the


Pathfinder Roleplaying Game Core Rulebook or the 3.5 version of the
world’s oldest fantasy roleplaying game. Although suitable for play
in any fantasy world, it is optimized for the Pathfinder Chronicles
campaign setting.

Adventurer’s
paizo.com/pathfinder

®

Printed in China. PZO9410


Armory

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