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List of items

Adventurer's Pack

0
PFS: Standard
150
1

Source: Player Core pg. 287

This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.

The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

Alchemical Bomb

0
PFS: Standard
Varies
0.1
1
Ranged
Martial
Bomb
20

Source: Player Core pg. 280

These bombs come in a variety of types and levels of power, but no matter the variety, you throw the bomb at the target and it explodes, unleashing its alchemical blast.

Click here for a list of alchemical bombs.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Alchemist's Lab

0
PFS: Standard
500
6
2

Source: Player Core pg. 287

You need an alchemist’s lab to Craft alchemical items during downtime.

<p>Alchemist’s Lab</p>

Source Player Core pg. 287

Price 5 gp

Hands 2

Bulk 6

<p>Alchemist’s Lab (Expanded)</p>

Source Player Core pg. 287

Price 55 gp

Hands 2

Bulk 6


An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Alchemist's Lab (Expanded)

3
PFS: Standard
5500
6
2

Source: Player Core pg. 287

You need an alchemist’s lab to Craft alchemical items during downtime.

<p>Alchemist’s Lab</p>

Source Player Core pg. 287

Price 5 gp

Hands 2

Bulk 6

<p>Alchemist’s Lab (Expanded)</p>

Source Player Core pg. 287

Price 55 gp

Hands 2

Bulk 6


An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Alchemist's Toolkit

0
PFS: Standard
300
1
-1

Source: Player Core pg. 287

This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist’s toolkit, you can draw and replace them as part of the action that uses them.

Arbalest

0
PFS: Standard
Backstabber
800
1d10 P
2
2
Ranged
Martial
Crossbow
110
1

Source: Player Core pg. 280

This large and well-made crossbow requires some training to use effectively, but it’s assembled with a cutting-edge firing mechanism that maximizes its speed, power, and accuracy

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Arrows

0
PFS: Standard
10
0.1
Ranged
Ammunition
Bow

Source: Player Core pg. 280

These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Artisan's Toolkit

0
PFS: Standard
400
2

Source: Player Core pg. 287

You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith’s toolkit differs from a woodworker’s toolkit. If you wear your artisan’s toolkit, you can draw and replace it as part of the action that uses it.

<p>Artisan’s Toolkit</p>

Source Player Core pg. 287

Price 4 gp

Bulk 2

<p>Artisan’s Toolkit (Sterling)</p>

Source Player Core pg. 287

Price 50 gp

Bulk 2


A sterling artisan’s toolkit gives you a +1 item bonus to the check.

Artisan's Toolkit (Sterling)

3
PFS: Standard
5000
2

Source: Player Core pg. 287

You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith’s toolkit differs from a woodworker’s toolkit. If you wear your artisan’s toolkit, you can draw and replace it as part of the action that uses it.

<p>Artisan’s Toolkit</p>

Source Player Core pg. 287

Price 4 gp

Bulk 2

<p>Artisan’s Toolkit (Sterling)</p>

Source Player Core pg. 287

Price 50 gp

Bulk 2


A sterling artisan’s toolkit gives you a +1 item bonus to the check.

Backpack

0
PFS: Standard
10
0

Source: Player Core pg. 287

A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don’t count against your Bulk limits. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.

Barding

0
0.1

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Heavy; Large)

0
PFS: Standard
5000
8

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Heavy; Small or Medium)

2
PFS: Standard
2500
4

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Light; Large)

0
PFS: Standard
2000
4

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Light; Small or Medium)

0
PFS: Standard
1000
2

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Basic Crafter's Book

0
PFS: Standard
10
0.1
2

Source: Player Core pg. 287

This book contains formulas for Crafting the 0-level common items in this chapter.

Bastard Sword

0
PFS: Standard
Two-Hand 1d12
400
1d8 S
1
1
Melee
Martial
Sword

Source: Player Core pg. 278

This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra slashing power.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Serithial

Battle Axe

0
PFS: Standard
Sweep
100
1d8 S
1
1
Melee
Martial
Axe

Source: Player Core pg. 278

These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Bedroll

0
PFS: Standard
2
0.1

Source: Player Core pg. 287

Beverages

0
0

Source: Player Core pg. 294

<p>Beverages (Mug of Ale)</p>

Source Player Core pg. 294

Price 1 cp

Hands 1

Bulk L

<p>Beverages (Keg of Ale)</p>

Source Player Core pg. 294

Price 2 sp

Hands 2

Bulk 2

<p>Beverages (Pot of Coffee or Tea)</p>

Source Player Core pg. 294

Price 2 cp

Hands 1

Bulk L

<p>Beverages (Bottle of Wine)</p>

Source Player Core pg. 294

Price 1 sp

Hands 1

Bulk L

<p>Beverages (Bottle of Fine Wine)</p>

Source Player Core pg. 294

Price 1 gp

Hands 1

Bulk L

Beverages (Bottle of Fine Wine)

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 294

<p>Beverages (Mug of Ale)</p>

Source Player Core pg. 294

Price 1 cp

Hands 1

Bulk L

<p>Beverages (Keg of Ale)</p>

Source Player Core pg. 294

Price 2 sp

Hands 2

Bulk 2

<p>Beverages (Pot of Coffee or Tea)</p>

Source Player Core pg. 294

Price 2 cp

Hands 1

Bulk L

<p>Beverages (Bottle of Wine)</p>

Source Player Core pg. 294

Price 1 sp

Hands 1

Bulk L

<p>Beverages (Bottle of Fine Wine)</p>

Source Player Core pg. 294

Price 1 gp

Hands 1

Bulk L

Beverages (Bottle of Wine)

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 294

<p>Beverages (Mug of Ale)</p>

Source Player Core pg. 294

Price 1 cp

Hands 1

Bulk L

<p>Beverages (Keg of Ale)</p>

Source Player Core pg. 294

Price 2 sp

Hands 2

Bulk 2

<p>Beverages (Pot of Coffee or Tea)</p>

Source Player Core pg. 294

Price 2 cp

Hands 1

Bulk L

<p>Beverages (Bottle of Wine)</p>

Source Player Core pg. 294

Price 1 sp

Hands 1

Bulk L

<p>Beverages (Bottle of Fine Wine)</p>

Source Player Core pg. 294

Price 1 gp

Hands 1

Bulk L

Beverages (Keg of Ale)

0
PFS: Standard
20
2
2

Source: Player Core pg. 294

<p>Beverages (Mug of Ale)</p>

Source Player Core pg. 294

Price 1 cp

Hands 1

Bulk L

<p>Beverages (Keg of Ale)</p>

Source Player Core pg. 294

Price 2 sp

Hands 2

Bulk 2

<p>Beverages (Pot of Coffee or Tea)</p>

Source Player Core pg. 294

Price 2 cp

Hands 1

Bulk L

<p>Beverages (Bottle of Wine)</p>

Source Player Core pg. 294

Price 1 sp

Hands 1

Bulk L

<p>Beverages (Bottle of Fine Wine)</p>

Source Player Core pg. 294

Price 1 gp

Hands 1

Bulk L

Beverages (Mug of Ale)

0
PFS: Standard
1
0.1
1

Source: Player Core pg. 294

<p>Beverages (Mug of Ale)</p>

Source Player Core pg. 294

Price 1 cp

Hands 1

Bulk L

<p>Beverages (Keg of Ale)</p>

Source Player Core pg. 294

Price 2 sp

Hands 2

Bulk 2

<p>Beverages (Pot of Coffee or Tea)</p>

Source Player Core pg. 294

Price 2 cp

Hands 1

Bulk L

<p>Beverages (Bottle of Wine)</p>

Source Player Core pg. 294

Price 1 sp

Hands 1

Bulk L

<p>Beverages (Bottle of Fine Wine)</p>

Source Player Core pg. 294

Price 1 gp

Hands 1

Bulk L

Beverages (Pot of Coffee or Tea)

0
PFS: Standard
2
0.1
1

Source: Player Core pg. 294

<p>Beverages (Mug of Ale)</p>

Source Player Core pg. 294

Price 1 cp

Hands 1

Bulk L

<p>Beverages (Keg of Ale)</p>

Source Player Core pg. 294

Price 2 sp

Hands 2

Bulk 2

<p>Beverages (Pot of Coffee or Tea)</p>

Source Player Core pg. 294

Price 2 cp

Hands 1

Bulk L

<p>Beverages (Bottle of Wine)</p>

Source Player Core pg. 294

Price 1 sp

Hands 1

Bulk L

<p>Beverages (Bottle of Fine Wine)</p>

Source Player Core pg. 294

Price 1 gp

Hands 1

Bulk L

Blowgun

0
PFS: Standard
Agile
Nonlethal
10
1 P
0.1
1
Ranged
Simple
Dart
20
1

Source: Player Core pg. 280

This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Blowgun Darts

0
PFS: Standard
5
0.1
Ranged
Ammunition
Dart

Source: Player Core pg. 280

These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Bo Staff

0
PFS: Standard
Monk
Parry
Reach
Trip
20
1d8 B
2
2
Melee
Martial
Club

Source: Player Core pg. 278

This strong but slender staff is tapered at the ends and well balanced. It’s designed to be an offensive and defensive weapon.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Twining Staff

Bola

0
PFS: Standard
Nonlethal
Ranged Trip
Thrown
50
1d6 B
0.1
1
Ranged
Martial
Sling
20

Source: Player Core pg. 280

This throwing weapon consists of weights tied to the end of long cords, which can be used to bludgeon foes or entangle their legs.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Bolts

0
PFS: Standard
10
0.1
Ranged
Ammunition
Bow

Source: Player Core pg. 280

Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Brass Ear

0
PFS: Standard
100
0
1

Source: Player Core pg. 287

A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It’s not suitable for improving your hearing in general, a role better served by a hearing aids.

Breastplate

0
PFS: Standard
800
2
4
1
-5 ft.
3
-2

Source: Player Core pg. 273

Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (see below) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Buckler

0
PFS: Standard
100
0.1
1
3
6

Source: Player Core pg. 274

This very small shield is a favorite of duelists and quick, lightly armored warriors. It’s typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that’s not a weapon in that hand.

Specific Magic Shields Floating Shield, Reflecting Shield

Caltrops

0
PFS: Standard
30
0.1
1

Source: Player Core pg. 287

These four-pronged metal spikes can damage a creature’s feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can’t be salvaged.

Candle

0
PFS: Standard
1
0
1

Source: Player Core pg. 287

A lit candle sheds dim light in a 10-foot radius for 8 hours.

Cane

0
PFS: Standard
50
0.1
1

Source: Player Core pg. 293

A cane is a straight length of wood with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed.

Chain

0
PFS: Standard
400
1
2

Source: Player Core pg. 287

Chain Mail

0
PFS: Standard
Flexible
Noisy
600
2
4
1
-5 ft.
3
-2

Source: Player Core pg. 273

A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Chain Shirt

0
PFS: Standard
Flexible
Noisy
500
1
2
3
1
-1

Source: Player Core pg. 273

Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Specific Magic Armor Moonlit Chain

Chalk

0
PFS: Standard
1
0
1

Source: Player Core pg. 287

Chest

0
PFS: Standard
60
2
2

Source: Player Core pg. 287

A wooden chest can hold up to 8 Bulk of items.

Clan Dagger

0
PFS: Standard
Uncommon
Agile
Dwarf
Parry
Versatile B
200
1d4 P
0.1
1
Melee
Simple
Knife

Source: Player Core pg. 277

This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Climbing Kit

0
PFS: Standard
50
1
2

Source: Player Core pg. 287

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

<p>Climbing Kit</p>

Source Player Core pg. 287

Price 5 sp

Hands 2

Bulk 1

<p>Climbing Kit (Extreme)</p>

Source Player Core pg. 287

Price 40 gp

Hands 2

Bulk 1


You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.

Climbing Kit (Extreme)

3
PFS: Standard
4000
1
2

Source: Player Core pg. 287

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

<p>Climbing Kit</p>

Source Player Core pg. 287

Price 5 sp

Hands 2

Bulk 1

<p>Climbing Kit (Extreme)</p>

Source Player Core pg. 287

Price 40 gp

Hands 2

Bulk 1


You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.

Clothing

0
0

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Explorer's)

0
PFS: Standard
10
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Fine)

0
PFS: Standard
200
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (High-Fashion Fine)

3
PFS: Standard
5500
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Ordinary)

0
PFS: Standard
10
0

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Winter)

0
PFS: Standard
40
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Club

0
PFS: Standard
Thrown 10 ft.
0
1d6 B
1
1
Melee
Simple
Club

Source: Player Core pg. 277

This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Compass

0
PFS: Standard
100
0
1

Source: Player Core pg. 288

A compass helps you Sense Direction or navigate, provided you’re in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

<p>Compass</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

<p>Compass (Lensatic)</p>

Source Player Core pg. 288

Price 20 gp

Hands 1


A lensatic compass gives you a +1 item bonus to these checks.

Compass (Lensatic)

3
PFS: Standard
2000
0
1

Source: Player Core pg. 288

A compass helps you Sense Direction or navigate, provided you’re in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

<p>Compass</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

<p>Compass (Lensatic)</p>

Source Player Core pg. 288

Price 20 gp

Hands 1


A lensatic compass gives you a +1 item bonus to these checks.

Composite Longbow

0
PFS: Standard
Deadly d10
Propulsive
Volley 30 ft.
2000
1d8 P
2
1+
Ranged
Martial
Bow
100
0

Source: Player Core pg. 280

This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow’s range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil’s favored weapon, it also applies to composite longbows unless otherwise stated.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Hunter’s Anthem

Composite Shortbow

0
PFS: Standard
Deadly d10
Propulsive
1400
1d6 P
1
1+
Ranged
Martial
Bow
60
0

Source: Player Core pg. 280

This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Concealed Sheath

3
PFS: Standard
2500
0

Source: Player Core pg. 288

This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves’ toolkits, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to Stealth checks and DCs to hide or conceal the item within.

Cookware

0
PFS: Standard
100
2
2

Source: Player Core pg. 288

Corrective Lenses

0
PFS: Standard
50
0

Source: Player Core pg. 293

A set of corrective lenses might take the form of eyeglasses or specialized goggles worn over the eyes. You can don or remove your corrective lenses as an Interact action.

Crossbow

0
PFS: Standard
300
1d8 P
1
2
Ranged
Simple
Crossbow
120
1
Abadar
Abadar

Source: Player Core pg. 280

This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Crowbar

0
PFS: Standard
50
0.1
2

Source: Player Core pg. 288

When Forcing Open an object that doesn’t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

<p>Crowbar</p>

Source Player Core pg. 288

Price 5 sp

Hands 2

Bulk L

<p>Crowbar (Levered)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk L


A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.

Crowbar (Levered)

3
PFS: Standard
2000
0.1
2

Source: Player Core pg. 288

When Forcing Open an object that doesn’t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

<p>Crowbar</p>

Source Player Core pg. 288

Price 5 sp

Hands 2

Bulk L

<p>Crowbar (Levered)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk L


A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.

Crutch

0
PFS: Standard
50
0.1
1

Source: Player Core pg. 293

Crutches come as singles or as a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them.

Dagger

0
PFS: Standard
Agile
Finesse
Thrown 10 ft.
Versatile S
20
1d4 P
0.1
1
Melee
Simple
Knife
Pharasma
Pharasma

Source: Player Core pg. 277

This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Serpent Dagger

Dart

0
PFS: Standard
Agile
Thrown
1
1d4 P
0.1
1
Ranged
Simple
Dart
20

Source: Player Core pg. 280

This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Detective's Kit

3
PFS: Standard
2500
2
-1

Source: Player Core pg. 288

This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective’s kit is of exceeding quality, and thus a detective’s kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. Like other tool kits, a detective’s kit uses one hand if wearing the kit and two hands otherwise.

Disguise Kit

0
PFS: Standard
200
0.1
2

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Disguise Kit (Elite Cosmetics)

3
PFS: Standard
50
0.1

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Disguise Kit (Elite)

3
PFS: Standard
4000
0.1
2

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Disguise Kit (Replacement Cosmetics)

0
PFS: Standard
10
0.1

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Dogslicer

0
PFS: Standard
Uncommon
Agile
Backstabber
Finesse
Goblin
10
1d6 S
0.1
1
Melee
Martial
Sword

Source: Player Core pg. 278

This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It’s a favored weapon of goblins.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Dueling Cape

0
PFS: Standard
50
0.1
1

Source: Player Core pg. 288

You can pull a dueling cape you’re wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can’t hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.

Dwarven Waraxe

0
PFS: Standard
Uncommon
Dwarf
Sweep
Two-Hand 1d12
300
1d8 S
2
1
Melee
Advanced
Axe

Source: Player Core pg. 279

This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Elven Curve Blade

0
PFS: Standard
Uncommon
Elf
Finesse
Forceful
400
1d8 S
2
2
Melee
Martial
Sword

Source: Player Core pg. 278

Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Explorer's Clothing

0
PFS: Standard
Comfort
10
0.1
0
5

Source: Player Core pg. 273

Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency runes.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Falchion

0
PFS: Standard
Forceful
Sweep
300
1d10 S
2
2
Melee
Martial
Sword
Lamashtu
Lamashtu

Source: Player Core pg. 278

This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade’s end, making it a powerful slashing weapon.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Filcher's Fork

0
PFS: Standard
Uncommon
Agile
Backstabber
Deadly d6
Finesse
Halfling
Thrown 20 ft.
100
1d4 P
0.1
1
Melee
Martial
Spear

Source: Player Core pg. 278

This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Fishing Tackle

0
PFS: Standard
80
1
2

Source: Player Core pg. 288

This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.

<p>Fishing Tackle</p>

Source Player Core pg. 288

Price 8 sp

Hands 2

Bulk 1

<p>Fishing Tackle (Professional)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk 1


Professional fishing tackle grants a +1 item bonus to checks to fish.

Fishing Tackle (Professional)

3
PFS: Standard
2000
1
2

Source: Player Core pg. 288

This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.

<p>Fishing Tackle</p>

Source Player Core pg. 288

Price 8 sp

Hands 2

Bulk 1

<p>Fishing Tackle (Professional)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk 1


Professional fishing tackle grants a +1 item bonus to checks to fish.

Fist

0
PFS: Standard
Agile
Finesse
Nonlethal
Unarmed
1d4 B
0
1
Melee
Unarmed
Brawling
Irori
Irori

Source: Player Core pg. 277

Nethys Note: no description was provided for this item

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Flail

0
PFS: Standard
Disarm
Sweep
Trip
80
1d6 B
1
1
Melee
Martial
Flail

Source: Player Core pg. 278

This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Flint and Steel

0
PFS: Standard
5
0
2

Source: Player Core pg. 288

Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.

Formula Book (Blank)

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 288

A formula book holds the formulas necessary to make items other than the common equipment from this chapter; characters of the alchemist class typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there’s no need for you to copy them into a specific book as long as you can keep them on hand to reference them.

Full Plate

2
PFS: Standard
Bulwark
3000
4
6
0
-10 ft.
4
-3

Source: Player Core pg. 273

Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Specific Magic Armor Tideplate

Gauntlet

0
PFS: Standard
Agile
Free-Hand
20
1d4 B
0.1
1
Melee
Simple
Brawling

Source: Player Core pg. 277

A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Glaive

0
PFS: Standard
Deadly d8
Forceful
Reach
100
1d8 S
2
2
Melee
Martial
Polearm
Shelyn
Shelyn

Source: Player Core pg. 278

This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Gnome Flickmace

0
PFS: Standard
Uncommon
Gnome
Reach
300
1d6 B
1
1
Melee
Advanced
Flail

Source: Player Core pg. 279

More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Gnome Hooked Hammer

0
PFS: Standard
Uncommon
Gnome
Trip
Two-Hand 1d10
Versatile P
200
1d6 B
1
1
Melee
Martial
Hammer

Source: Player Core pg. 278

This gnome tool and weapon features a hammer at one end and a curved pick on the other. It’s such a strange and awkward weapon that others think the gnomes are slightly erratic for using it.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Grappling Hook

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 288

You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple weapon proficiency against a DC depending on the target, typically at least DC 20. This attack has the secret trait. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway up.

Greataxe

0
PFS: Standard
Sweep
200
1d12 S
2
2
Melee
Martial
Axe
Rovagug
Rovagug

Source: Player Core pg. 278

This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often “bearded,” having a hook at the bottom to increase the strength of their chopping power.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Retribution Axe

Greatclub

0
PFS: Standard
Backswing
Shove
100
1d10 B
2
2
Melee
Martial
Club

Source: Player Core pg. 278

While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Greatpick

0
PFS: Standard
Fatal 1d12
100
1d10 P
2
2
Melee
Martial
Pick

Source: Player Core pg. 278

This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Greatsword

0
PFS: Standard
Versatile P
200
1d12 S
2
2
Melee
Martial
Sword
Gorum
Gorum

Source: Player Core pg. 278

This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Icicle

Guisarme

0
PFS: Standard
Reach
Trip
200
1d10 S
2
2
Melee
Martial
Polearm

Source: Player Core pg. 278

This polearm bears a long, often one-sided, curved blade with a hook protruding from the blunt side of the blade, which can allow its wielder to trip opponents at a distance. Its shaft is usually 8 feet long.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Halberd

0
PFS: Standard
Reach
Versatile S
200
1d10 P
2
2
Melee
Martial
Polearm

Source: Player Core pg. 278

This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Half Plate

1
PFS: Standard
1800
3
5
1
-10 ft.
3
-3

Source: Player Core pg. 273

Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Specific Magic Armor Life-Saver Mail

Halfling Sling Staff

0
PFS: Standard
Uncommon
Halfling
Propulsive
500
1d10 B
1
2
Ranged
Martial
Sling
80
1

Source: Player Core pg. 280

This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Hammer

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 288

Hand Crossbow

0
PFS: Standard
300
1d6 P
0.1
1
Ranged
Simple
Crossbow
60
1

Source: Player Core pg. 280

Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It’s small enough to be shot one-handed, but it still requires two hands to load.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Hatchet

0
PFS: Standard
Agile
Sweep
Thrown  10 ft.
40
1d6 S
0.1
1
Melee
Martial
Axe

Source: Player Core pg. 278

This small axe can be used in close combat or thrown.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Healer's Toolkit

0
PFS: Standard
500
1

Source: Player Core pg. 288

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s toolkit, you can draw and replace them as part of the action that uses them.

<p>Healer’s Toolkit</p>

Source Player Core pg. 288

Price 5 gp

Bulk 1

<p>Healer’s Toolkit (Expanded)</p>

Source Player Core pg. 288

Price 50 gp

Bulk 1


Expanded healer’s toolkits provide a +1 item bonus to such checks.

Healer's Toolkit (Expanded)

3
PFS: Standard
5000
1

Source: Player Core pg. 288

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s toolkit, you can draw and replace them as part of the action that uses them.

<p>Healer’s Toolkit</p>

Source Player Core pg. 288

Price 5 gp

Bulk 1

<p>Healer’s Toolkit (Expanded)</p>

Source Player Core pg. 288

Price 50 gp

Bulk 1


Expanded healer’s toolkits provide a +1 item bonus to such checks.

Hearing Aid

0
PFS: Standard
50
0

Source: Player Core pg. 293

A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action.

<p>Hearing Aid</p>

Source Player Core pg. 293

Price 5 sp

<p>Hearing Aid (Magical)</p>

Source Player Core pg. 293

Price 5 gp


A magical hearing aid has the magical trait. With its curved shape, it hooks over the top and sits behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.

Hearing Aid (Magical)

0
PFS: Standard
500
0

Source: Player Core pg. 293

A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action.

<p>Hearing Aid</p>

Source Player Core pg. 293

Price 5 sp

<p>Hearing Aid (Magical)</p>

Source Player Core pg. 293

Price 5 gp


A magical hearing aid has the magical trait. With its curved shape, it hooks over the top and sits behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.

Heavy Crossbow

0
PFS: Standard
400
1d10 P
2
2
Ranged
Simple
Crossbow
120
2

Source: Player Core pg. 280

This large crossbow is harder to load and more substantial than a regular crossbow, but it packs a greater punch.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Hide Armor

0
PFS: Standard
200
2
3
2
-5 ft.
2
-2

Source: Player Core pg. 273

A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Horsechopper

0
PFS: Standard
Uncommon
Goblin
Reach
Trip
Versatile P
90
1d8 S
2
2
Melee
Martial
Polearm

Source: Player Core pg. 278

Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Hourglass

0
PFS: Standard
300
0.1
1

Source: Player Core pg. 288

Javelin

0
PFS: Standard
Thrown
10
1d6 P
0.1
1
Ranged
Simple
Dart
30

Source: Player Core pg. 280

This thin spear is well balanced for throwing but is not designed for melee use.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Kama

0
PFS: Standard
Uncommon
Agile
Monk
Trip
100
1d6 S
0.1
1
Melee
Martial
Knife

Source: Player Core pg. 278

Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Katana

0
PFS: Standard
Uncommon
Deadly d8
Two-Hand 1d10
Versatile P
200
1d6 S
1
1
Melee
Martial
Sword

Source: Player Core pg. 278

A katana is a curved, single-edged sword known for its wickedly sharped blade.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Katar

0
PFS: Standard
Uncommon
Agile
Deadly d6
Monk
30
1d4 P
0.1
1
Melee
Simple
Knife

Source: Player Core pg. 277

Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Khakkara

0
PFS: Standard
Uncommon
Monk
Shove
Two-Hand d10
Versatile P
200
1d6 B
1
1
Melee
Martial
Club

Source: Player Core pg. 278

This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Kukri

0
PFS: Standard
Uncommon
Agile
Finesse
Trip
60
1d6 S
0.1
1
Melee
Martial
Knife

Source: Player Core pg. 278

The blade of this foot-long knife curves inward and lacks a cross guard at the hilt.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Bloodletting Kukri

Ladder (10 ft.)

0
PFS: Standard
3
3
2

Source: Player Core pg. 288

Lance

0
PFS: Standard
Deadly d8
Jousting 1d6
Reach
100
1d8 P
2
2
Melee
Martial
Spear

Source: Player Core pg. 278

This spear-like weapon is used by a mounted creature to deal a great deal of damage.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Lantern

0
0

Source: Player Core pg. 288

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

<p>Lantern (Bull’s-Eye)</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

Bulk 1


A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

<p>Lantern (Hooded)</p>

Source Player Core pg. 288

Price 7 sp

Hands 1

Bulk L


A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.

Lantern (Bull's-Eye)

0
PFS: Standard
100
1
1

Source: Player Core pg. 288

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

<p>Lantern (Bull’s-Eye)</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

Bulk 1


A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

<p>Lantern (Hooded)</p>

Source Player Core pg. 288

Price 7 sp

Hands 1

Bulk L


A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.

Lantern (Hooded)

0
PFS: Standard
70
0.1
1

Source: Player Core pg. 288

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

<p>Lantern (Bull’s-Eye)</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

Bulk 1


A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

<p>Lantern (Hooded)</p>

Source Player Core pg. 288

Price 7 sp

Hands 1

Bulk L


A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.

Leather Armor

0
PFS: Standard
200
1
1
4
0
-1

Source: Player Core pg. 273

A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Specific Magic Armor Electric Eelskin

Light Hammer

0
PFS: Standard
Agile
Thrown 20 ft.
30
1d6 B
0.1
1
Melee
Martial
Hammer

Source: Player Core pg. 278

This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Light Mace

0
PFS: Standard
Agile
Finesse
Shove
40
1d4 B
0.1
1
Melee
Simple
Club

Source: Player Core pg. 277

A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head’s metal ridges or spikes.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Light Pick

0
PFS: Standard
Agile
Fatal 1d8
40
1d4 P
0.1
1
Melee
Martial
Pick

Source: Player Core pg. 278

A light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Lock

0
0

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Average)

3
PFS: Standard
1500
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Good)

9
PFS: Standard
20000
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Poor)

0
PFS: Standard
20
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Simple)

1
PFS: Standard
200
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Superior)

17
PFS: Standard
450000
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lodging

0
0

Source: Player Core pg. 294

<p>Lodging (Floor Space)</p>

Source Player Core pg. 294

Price 3 cp (per day)

<p>Lodging (Bed, for 1)</p>

Source Player Core pg. 294

Price 1 sp (per day)

<p>Lodging (Private Room, for 2)</p>

Source Player Core pg. 294

Price 8 sp (per day)

<p>Lodging (Extravagant Suite, for 6)</p>

Source Player Core pg. 294

Price 10 gp (per day)

Lodging (Bed, for 1)

0
PFS: Standard
10
0

Source: Player Core pg. 294

<p>Lodging (Floor Space)</p>

Source Player Core pg. 294

Price 3 cp (per day)

<p>Lodging (Bed, for 1)</p>

Source Player Core pg. 294

Price 1 sp (per day)

<p>Lodging (Private Room, for 2)</p>

Source Player Core pg. 294

Price 8 sp (per day)

<p>Lodging (Extravagant Suite, for 6)</p>

Source Player Core pg. 294

Price 10 gp (per day)

Lodging (Extravagant Suite, for 6)

0
PFS: Standard
1000
0

Source: Player Core pg. 294

<p>Lodging (Floor Space)</p>

Source Player Core pg. 294

Price 3 cp (per day)

<p>Lodging (Bed, for 1)</p>

Source Player Core pg. 294

Price 1 sp (per day)

<p>Lodging (Private Room, for 2)</p>

Source Player Core pg. 294

Price 8 sp (per day)

<p>Lodging (Extravagant Suite, for 6)</p>

Source Player Core pg. 294

Price 10 gp (per day)

Lodging (Floor Space)

0
PFS: Standard
3
0

Source: Player Core pg. 294

<p>Lodging (Floor Space)</p>

Source Player Core pg. 294

Price 3 cp (per day)

<p>Lodging (Bed, for 1)</p>

Source Player Core pg. 294

Price 1 sp (per day)

<p>Lodging (Private Room, for 2)</p>

Source Player Core pg. 294

Price 8 sp (per day)

<p>Lodging (Extravagant Suite, for 6)</p>

Source Player Core pg. 294

Price 10 gp (per day)

Lodging (Private Room, for 2)

0
PFS: Standard
80
0

Source: Player Core pg. 294

<p>Lodging (Floor Space)</p>

Source Player Core pg. 294

Price 3 cp (per day)

<p>Lodging (Bed, for 1)</p>

Source Player Core pg. 294

Price 1 sp (per day)

<p>Lodging (Private Room, for 2)</p>

Source Player Core pg. 294

Price 8 sp (per day)

<p>Lodging (Extravagant Suite, for 6)</p>

Source Player Core pg. 294

Price 10 gp (per day)

Longbow

0
PFS: Standard
Deadly d10
Volley 30 ft.
600
1d8 P
2
1+
Ranged
Martial
Bow
100
0
Erastil
Erastil

Source: Player Core pg. 280

This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can’t be used while mounted.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Longspear

0
PFS: Standard
Reach
50
1d8 P
2
2
Melee
Simple
Spear

Source: Player Core pg. 277

This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Longsword

0
PFS: Standard
Versatile P
100
1d8 S
1
1
Melee
Martial
Sword
Iomedae
Iomedae

Source: Player Core pg. 278

Longswords can be one-edged or two-edged swords. Their blades are heavy and they’re between 3 and 4 feet in length.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Searing Blade, Singing Sword

Mace

0
PFS: Standard
Shove
100
1d6 B
1
1
Melee
Simple
Club
Asmodeus
Asmodeus

Source: Player Core pg. 277

With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Chaplain’s Cudgel

Magnifying Glass

3
PFS: Standard
4000
0
1

Source: Player Core pg. 288

This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.

Main-gauche

0
PFS: Standard
Agile
Disarm
Finesse
Parry
Versatile S
50
1d4 P
0.1
1
Melee
Martial
Knife

Source: Player Core pg. 278

This parrying dagger features a robust guard to protect the wielder’s hand.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Manacles

0
0

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Average)

3
PFS: Standard
2000
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Good)

9
PFS: Standard
25000
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Poor)

0
PFS: Standard
30
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Simple)

1
PFS: Standard
300
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Superior)

17
PFS: Standard
500000
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Maul

0
PFS: Standard
Shove
300
1d12 B
2
2
Melee
Martial
Hammer

Source: Player Core pg. 278

Mauls are massive warhammers that must be swung with two hands.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Meal (Fine Dining)

0
PFS: Standard
100
0.1
2

Source: Player Core pg. 294

<p>Meal (Poor)</p>

Source Player Core pg. 294

Price 1 cp

Hands 2

Bulk L

<p>Meal (Square)</p>

Source Player Core pg. 294

Price 3 cp

Hands 2

Bulk L

<p>Meal (Fine Dining)</p>

Source Player Core pg. 294

Price 1 gp

Hands 2

Bulk L

Meal (Poor)

0
PFS: Standard
1
0.1
2

Source: Player Core pg. 294

<p>Meal (Poor)</p>

Source Player Core pg. 294

Price 1 cp

Hands 2

Bulk L

<p>Meal (Square)</p>

Source Player Core pg. 294

Price 3 cp

Hands 2

Bulk L

<p>Meal (Fine Dining)</p>

Source Player Core pg. 294

Price 1 gp

Hands 2

Bulk L

Meal (Square)

0
PFS: Standard
3
0.1
2

Source: Player Core pg. 294

<p>Meal (Poor)</p>

Source Player Core pg. 294

Price 1 cp

Hands 2

Bulk L

<p>Meal (Square)</p>

Source Player Core pg. 294

Price 3 cp

Hands 2

Bulk L

<p>Meal (Fine Dining)</p>

Source Player Core pg. 294

Price 1 gp

Hands 2

Bulk L

Meals

0
0

Source: Player Core pg. 294

<p>Meal (Poor)</p>

Source Player Core pg. 294

Price 1 cp

Hands 2

Bulk L

<p>Meal (Square)</p>

Source Player Core pg. 294

Price 3 cp

Hands 2

Bulk L

<p>Meal (Fine Dining)</p>

Source Player Core pg. 294

Price 1 gp

Hands 2

Bulk L

Merchant's Scale

0
PFS: Standard
20
0.1
2

Source: Player Core pg. 290

Mirror

0
PFS: Standard
100
0
1

Source: Player Core pg. 290

Morningstar

0
PFS: Standard
Versatile P
100
1d6 B
1
1
Melee
Simple
Club

Source: Player Core pg. 277

This weapon has a short shaft ending in a metal ball studded with spikes.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Mug

0
PFS: Standard
1
0
1

Source: Player Core pg. 290

Musical Instrument

0
0

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Handheld)

0
PFS: Standard
80
1
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Heavy)

0
PFS: Standard
200
16
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Virtuoso Handheld)

3
PFS: Standard
5000
1
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Virtuoso Heavy)

3
PFS: Standard
10000
16
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Net

0
PFS: Standard
100
1
2

Source: Player Core pg. 290

You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.

When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it’s also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.

Nunchaku

0
PFS: Standard
Uncommon
Backswing
Disarm
Finesse
Monk
20
1d6 B
0.1
1
Melee
Martial
Club

Source: Player Core pg. 278

The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Oil

0
PFS: Standard
1
0
2

Source: Player Core pg. 290

You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.

Orc Knuckle Dagger

0
PFS: Standard
Uncommon
Agile
Disarm
Orc
70
1d6 P
0.1
1
Melee
Martial
Knife

Source: Player Core pg. 278

This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Orc Necksplitter

0
PFS: Standard
Uncommon
Forceful
Orc
Sweep
200
1d8 S
1
1
Melee
Advanced
Axe

Source: Player Core pg. 279

This single-bladed bearded axe has a jagged blade that’s perfect for separating bone from tendon and cartilage.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Padded Armor

0
PFS: Standard
Comfort
20
0.1
1
3
0

Source: Player Core pg. 273

This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it’s so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep magic armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Parrying Scabbard

0
PFS: Standard
50
0.1
1

Source: Player Core pg. 290

You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.

Periscope

2
PFS: Standard
2500
0.1
2

Source: Player Core pg. 290

This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn’t provide a sufficient line of effect to target creatures around corners.

Pick

0
PFS: Standard
Fatal 1d10
70
1d6 P
1
1
Melee
Martial
Pick

Source: Player Core pg. 278

A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Piton

0
PFS: Standard
1
0
1

Source: Player Core pg. 290

These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don’t fall all the way to the ground on a critical failure while Climbing.

Primal Symbol

0
PFS: Standard
0
0
1

Source: Player Core pg. 290

Primal spellcasters, especially druids, often wear adornments of natural materials to symbolize their connection to nature, such as rings of woven plants, tokens made from animal parts, or other symbols related to a druidic order or nature philosophy.

Prosthesis

0
PFS: Standard
50
0

Source: Player Core pg. 293

A prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. Advancements in the prosthetic field mean that even the most basic of prostheses can provide the full range of functionality for a missing body part.

A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an Interact action.

Ranseur

0
PFS: Standard
Disarm
Reach
200
1d10 P
2
2
Melee
Martial
Polearm

Source: Player Core pg. 278

This polearm is a long trident with a central prong that’s longer than the other two.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Rapier

0
PFS: Standard
Deadly d8
Disarm
Finesse
200
1d6 P
1
1
Melee
Martial
Sword
Cayden Cailean
Cayden Cailean

Source: Player Core pg. 278

The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Storm Flash

Rations

0
PFS: Standard
40
0.1
1

Source: Player Core pg. 290

Religious Symbol

0
0

Source: Player Core pg. 290

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held.

<p>Religious Symbol (Wooden)</p>

Source Player Core pg. 290

Price 1 sp

Hands 1

Bulk L

<p>Religious Symbol (Silver)</p>

Source Player Core pg. 290

Price 2 gp

Hands 1

Bulk L

Religious Symbol (Silver)

0
PFS: Standard
200
0.1
1

Source: Player Core pg. 290

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held.

<p>Religious Symbol (Wooden)</p>

Source Player Core pg. 290

Price 1 sp

Hands 1

Bulk L

<p>Religious Symbol (Silver)</p>

Source Player Core pg. 290

Price 2 gp

Hands 1

Bulk L

Religious Symbol (Wooden)

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 290

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held.

<p>Religious Symbol (Wooden)</p>

Source Player Core pg. 290

Price 1 sp

Hands 1

Bulk L

<p>Religious Symbol (Silver)</p>

Source Player Core pg. 290

Price 2 gp

Hands 1

Bulk L

Religious Text

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 290

This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text to use certain abilities. A religious text must be held in one hand to use it.

Repair Kit

0
PFS: Standard
200
1
2

Source: Player Core pg. 290

A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

<p>Repair Kit</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 1

<p>Repair Kit (Superb)</p>

Source Player Core pg. 290

Price 25 gp

Hands 2

Bulk 1


A superb repair kit gives you a +1 item bonus to the check.

Repair Kit (Superb)

3
PFS: Standard
2500
1
2

Source: Player Core pg. 290

A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

<p>Repair Kit</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 1

<p>Repair Kit (Superb)</p>

Source Player Core pg. 290

Price 25 gp

Hands 2

Bulk 1


A superb repair kit gives you a +1 item bonus to the check.

Repair Toolkit

0
0

Source: Player Core pg. 290

A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

<p>Repair Kit</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 1

<p>Repair Kit (Superb)</p>

Source Player Core pg. 290

Price 25 gp

Hands 2

Bulk 1


A superb repair kit gives you a +1 item bonus to the check.

Rope

0
PFS: Standard
50
0.1
2

Source: Player Core pg. 290

Sack

0
PFS: Standard
1
0.1
1

Source: Player Core pg. 290

A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.

Saddlebags

0
PFS: Standard
20
0.1
2

Source: Player Core pg. 290

Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn’t count against your mount’s Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.

Sai

0
PFS: Standard
Uncommon
Agile
Disarm
Finesse
Monk
Versatile B
60
1d4 P
0.1
1
Melee
Martial
Knife

Source: Player Core pg. 278

This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy’s weapon.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Sap

0
PFS: Standard
Agile
Nonlethal
10
1d6 B
0.1
1
Melee
Martial
Club

Source: Player Core pg. 278

A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon’s purpose is to knock out its victim rather than to draw blood.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Sawtooth Saber

0
PFS: Standard
Uncommon
Agile
Finesse
Twin
500
1d6 S
0.1
1
Melee
Advanced
Sword

Source: Player Core pg. 279

The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Scale Mail

0
PFS: Standard
400
2
3
2
-5 ft.
2
-2

Source: Player Core pg. 273

Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Specific Magic Armor Impenetrable Scale

Scholarly Journal

3
PFS: Standard
Uncommon
600
0.1
1

Source: Player Core pg. 290

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.

<p>Scholarly Journal</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 6 gp

Hands 1

Bulk L

<p>Scholarly Journal (Compendium)</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 30 gp

Hands 2

Bulk L

Scholarly Journal (Compendium)

3
PFS: Standard
Uncommon
3000
0.1
2

Source: Player Core pg. 290

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.

<p>Scholarly Journal</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 6 gp

Hands 1

Bulk L

<p>Scholarly Journal (Compendium)</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 30 gp

Hands 2

Bulk L

Scimitar

0
PFS: Standard
Forceful
Sweep
100
1d6 S
1
1
Melee
Martial
Sword
Sarenrae
Sarenrae

Source: Player Core pg. 278

This one-handed curved blade is sharp on one side.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Scythe

0
PFS: Standard
Deadly d10
Trip
200
1d10 S
2
2
Melee
Martial
Polearm
Urgathoa
Urgathoa

Source: Player Core pg. 278

Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Shield Bash

0
PFS: Standard
1d4 B
0
1
Melee
Martial
Shield

Source: Player Core pg. 278

A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Shield Boss

0
PFS: Standard
Attached to Shield
50
1d6 B
0
1
Melee
Martial
Shield

Source: Player Core pg. 278

Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Shield Spikes

0
PFS: Standard
Attached to Shield
50
1d6 P
0
1
Melee
Martial
Shield

Source: Player Core pg. 278

These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Shortbow

0
PFS: Standard
Deadly d10
300
1d6 P
1
1+
Ranged
Martial
Bow
60
0

Source: Player Core pg. 280

This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Shortsword

0
PFS: Standard
Agile
Finesse
Versatile S
90
1d6 P
0.1
1
Melee
Martial
Sword
Norgorber
Norgorber

Source: Player Core pg. 278

These blades come in a variety of shapes and styles, but they are typically 2 feet long.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Gloom Blade

Shuriken

0
PFS: Standard
Uncommon
Agile
Monk
Thrown
1
1d4 P
0
1
Ranged
Martial
Dart
20
0

Source: Player Core pg. 280

This “throwing star” is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Sickle

0
PFS: Standard
Agile
Finesse
Trip
20
1d4 S
0.1
1
Melee
Simple
Knife

Source: Player Core pg. 277

Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Signal Whistle

0
PFS: Standard
8
0
1

Source: Player Core pg. 292

When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.

Sling

0
PFS: Standard
Propulsive
0
1d6 B
0.1
1
Ranged
Simple
Sling
50
1

Source: Player Core pg. 280

Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Caterwaul Sling

Sling Bullets

0
PFS: Standard
1
0.1
Ranged
Ammunition
Sling

Source: Player Core pg. 280

These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Soap

0
PFS: Standard
2
0
1

Source: Player Core pg. 292

Spear

0
PFS: Standard
Thrown 20 ft.
10
1d6 P
1
1
Melee
Simple
Spear

Source: Player Core pg. 277

A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Spellbook (Blank)

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 292

A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.

Spellcasting

0
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (1st level)

0
PFS: Standard
300
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (2nd level)

0
PFS: Standard
700
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (3rd level)

0
PFS: Standard
1800
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (4th level)

0
PFS: Standard
4000
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (5th level)

0
PFS: Standard
8000
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (6th level)

0
PFS: Standard
16000
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (7th level)

0
PFS: Standard
36000
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (8th level)

0
PFS: Standard
72000
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spellcasting (9th level)

0
PFS: Standard
180000
0

Source: Player Core pg. 295

Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

<p>Spellcasting (1st level)</p>

Source Player Core pg. 295

Price 3 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (2nd level)</p>

Source Player Core pg. 295

Price 7 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (3rd level)</p>

Source Player Core pg. 295

Price 18 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (4th level)</p>

Source Player Core pg. 295

Price 40 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (5th level)</p>

Source Player Core pg. 295

Price 80 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (6th level)</p>

Source Player Core pg. 295

Price 160 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (7th level)</p>

Source Player Core pg. 295

Price 360 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (8th level)</p>

Source Player Core pg. 295

Price 720 gp (plus any cost required to cast the specific spell)

<p>Spellcasting (9th level)</p>

Source Player Core pg. 295

Price 1,800 gp (plus any cost required to cast the specific spell)

Spiked Chain

0
PFS: Standard
Uncommon
Disarm
Finesse
Trip
300
1d8 S
1
2
Melee
Martial
Flail
Zon-Kuthon
Zon-Kuthon

Source: Player Core pg. 278

This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Spiked Gauntlet

0
PFS: Standard
Agile
Free-Hand
30
1d4 P
0.1
1
Melee
Simple
Brawling

Source: Player Core pg. 277

Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Splint Mail

1
PFS: Standard
1300
3
5
1
-10 ft.
3
-3

Source: Player Core pg. 273

This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer’s torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Specific Magic Armor Lion’s Armor

Spyglass

0
PFS: Standard
2000
0.1
2

Source: Player Core pg. 292

A typical spyglass lets you see eight times farther than normal.

<p>Spyglass</p>

Source Player Core pg. 292

Price 20 gp

Hands 2

Bulk L

<p>Spyglass (Fine)</p>

Source Player Core pg. 292

Price 80 gp

Hands 2

Bulk L


A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.

Spyglass (Fine)

4
PFS: Standard
8000
0.1
2

Source: Player Core pg. 292

A typical spyglass lets you see eight times farther than normal.

<p>Spyglass</p>

Source Player Core pg. 292

Price 20 gp

Hands 2

Bulk L

<p>Spyglass (Fine)</p>

Source Player Core pg. 292

Price 80 gp

Hands 2

Bulk L


A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.

Stabling

0
PFS: Standard
2
0

Source: Player Core pg. 294

Staff

0
PFS: Standard
Two-Hand 1d8
0
1d4 B
1
1
Melee
Simple
Club
Nethys
Nethys

Source: Player Core pg. 277

This long piece of wood can aid in walking and deliver a mighty blow.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Twining Staff

Starknife

0
PFS: Standard
Agile
Deadly d6
Finesse
Thrown 20 ft.
Versatile S
200
1d4 P
0.1
1
Melee
Martial
Knife
Desna
Desna

Source: Player Core pg. 278

From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Steel Shield

0
PFS: Standard
200
1
2
5
20

Source: Player Core pg. 274

Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.

Specific Magic Shields Dragonslayer’s Shield, Force Shield, Forge Warden, Indestructible Shield, Lion’s Shield, Martyr’s Shield, Spellguard Shield, Spined Shield, Sturdy Shield

Studded Leather Armor

0
PFS: Standard
300
1
2
3
1
-1

Source: Player Core pg. 273

This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.

Armor Specialization Effects

Source Core Rulebook pg. 275 4.0

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Click here for the full rules on Armor Specialization Effects.

Survey Map

3
PFS: Standard
Uncommon
1000
0.1
1

Source: Player Core pg. 292

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.

<p>Survey Map</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 10 gp

Hands 1

Bulk L

<p>Survey Map (Atlas)</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 50 gp

Hands 2

Bulk L

Survey Map (Atlas)

3
PFS: Standard
Uncommon
5000
0.1
2

Source: Player Core pg. 292

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.

<p>Survey Map</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 10 gp

Hands 1

Bulk L

<p>Survey Map (Atlas)</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 50 gp

Hands 2

Bulk L

Sword Cane

0
PFS: Standard
Agile
Concealable
Finesse
500
1d6 P
1
1
Melee
Martial
Sword

Source: Player Core pg. 278

This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Tack

0
PFS: Standard
400
1

Source: Player Core pg. 292

Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2.

Temple Sword

0
PFS: Standard
Uncommon
Monk
Trip
200
1d8 S
1
1
Melee
Martial
Sword

Source: Player Core pg. 278

This heavy blade is favored by guardians of religious sites. It has a distinctive, crescent-shaped blade that seems to be a mix of a sickle and sword. It often has holes drilled into the blade or the pommel so that bells or other holy trinkets can be affixed to the weapon as an aid for prayer or mediation.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Ten-Foot Pole

0
PFS: Standard
1
1
2

Source: Player Core pg. 292

When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.

Tent

0
0

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Tent (Four-Person)

0
PFS: Standard
500
1
2

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Tent (Pavilion)

2
PFS: Standard
4000
12
2

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Tent (Pup)

0
PFS: Standard
80
0.1
2

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Thieves' Toolkit

0
PFS: Standard
300
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Thieves' Toolkit (Infiltrator Picks)

3
PFS: Standard
300
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Thieves' Toolkit (Infiltrator)

3
PFS: Standard
5000
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Thieves' Toolkit (Replacement Picks)

0
PFS: Standard
30
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Toll

0
PFS: Standard
1
0

Source: Player Core pg. 294

Tool

0
0

Source: Player Core pg. 292

This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.

<p>Tool (Long)</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk 1

<p>Tool (Short)</p>

Source Player Core pg. 292

Price 4 sp

Hands 1

Bulk L

Tool (Long)

0
PFS: Standard
100
1
2

Source: Player Core pg. 292

This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.

<p>Tool (Long)</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk 1

<p>Tool (Short)</p>

Source Player Core pg. 292

Price 4 sp

Hands 1

Bulk L

Tool (Short)

0
PFS: Standard
40
0.1
1

Source: Player Core pg. 292

This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.

<p>Tool (Long)</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk 1

<p>Tool (Short)</p>

Source Player Core pg. 292

Price 4 sp

Hands 1

Bulk L

Torch

0
PFS: Standard
1
0.1
1

Source: Player Core pg. 292

A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

Tower Shield

0
PFS: Standard
1000
4
2
-5 ft.
5
20

Source: Player Core pg. 274

These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal.

2 Getting the higher bonus for a tower shield requires using the Take Cover action while the shield is raised.

Transportation

0
0

Source: Player Core pg. 294

The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.

<p>Transportation (Caravan)</p>

Source Player Core pg. 294

Price 3 cp (per 5 miles)

<p>Transportation (Carriage)</p>

Source Player Core pg. 294

Price 2 sp (per 5 miles)

<p>Transportation (Ferry or Riverboat)</p>

Source Player Core pg. 294

Price 4 cp (per 5 miles)

<p>Transportation (Sailing Ship)</p>

Source Player Core pg. 294

Price 6 cp (per 5 miles)

Transportation (Caravan)

0
PFS: Standard
3
0

Source: Player Core pg. 294

The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.

<p>Transportation (Caravan)</p>

Source Player Core pg. 294

Price 3 cp (per 5 miles)

<p>Transportation (Carriage)</p>

Source Player Core pg. 294

Price 2 sp (per 5 miles)

<p>Transportation (Ferry or Riverboat)</p>

Source Player Core pg. 294

Price 4 cp (per 5 miles)

<p>Transportation (Sailing Ship)</p>

Source Player Core pg. 294

Price 6 cp (per 5 miles)

Transportation (Carriage)

0
PFS: Standard
20
0

Source: Player Core pg. 294

The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.

<p>Transportation (Caravan)</p>

Source Player Core pg. 294

Price 3 cp (per 5 miles)

<p>Transportation (Carriage)</p>

Source Player Core pg. 294

Price 2 sp (per 5 miles)

<p>Transportation (Ferry or Riverboat)</p>

Source Player Core pg. 294

Price 4 cp (per 5 miles)

<p>Transportation (Sailing Ship)</p>

Source Player Core pg. 294

Price 6 cp (per 5 miles)

Transportation (Ferry or Riverboat)

0
PFS: Standard
4
0

Source: Player Core pg. 294

The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.

<p>Transportation (Caravan)</p>

Source Player Core pg. 294

Price 3 cp (per 5 miles)

<p>Transportation (Carriage)</p>

Source Player Core pg. 294

Price 2 sp (per 5 miles)

<p>Transportation (Ferry or Riverboat)</p>

Source Player Core pg. 294

Price 4 cp (per 5 miles)

<p>Transportation (Sailing Ship)</p>

Source Player Core pg. 294

Price 6 cp (per 5 miles)

Transportation (Sailing Ship)

0
PFS: Standard
6
0

Source: Player Core pg. 294

The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.

<p>Transportation (Caravan)</p>

Source Player Core pg. 294

Price 3 cp (per 5 miles)

<p>Transportation (Carriage)</p>

Source Player Core pg. 294

Price 2 sp (per 5 miles)

<p>Transportation (Ferry or Riverboat)</p>

Source Player Core pg. 294

Price 4 cp (per 5 miles)

<p>Transportation (Sailing Ship)</p>

Source Player Core pg. 294

Price 6 cp (per 5 miles)

Trident

0
PFS: Standard
Thrown 20 ft.
100
1d8 P
1
1
Melee
Martial
Spear
Gozreh
Gozreh

Source: Player Core pg. 278

This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Fighter’s Fork

Unarmored

0
PFS: Standard
0
0

Source: Player Core pg. 273

Nethys Note: no description was provided for this item

Wakizashi

0
PFS: Standard
Uncommon
Agile
Deadly d8
Finesse
Versatile P
100
1d4 S
0.1
1
Melee
Martial
Sword

Source: Player Core pg. 278

This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

War Flail

0
PFS: Standard
Disarm
Sweep
Trip
200
1d10 B
2
2
Melee
Martial
Flail

Source: Player Core pg. 278

This large flail has a long shaft connected to a shorter piece of stout wood or metal that’s sometimes inlaid with spikes.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Warhammer

0
PFS: Standard
Shove
100
1d8 B
1
1
Melee
Martial
Hammer
Torag
Torag

Source: Player Core pg. 278

This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it’s always capable of delivering powerful bludgeoning blows.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Specific Magic Weapons Sky Hammer

Waterskin

0
PFS: Standard
5
0.1
1

Source: Player Core pg. 292

When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.

Wheel Chair (Chair Storage)

0
PFS: Standard
100
0

Source: Player Core pg. 293

A common wheelchair is ideal for everyday use but isn’t designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type.

<p>Wheelchair</p>

Source Player Core pg. 293

Price 5 sp

Usage see text

Bulk 2

<p>Wheelchair (Traveler’s Chair)</p>

Source Player Core pg. 293

Price 5 gp

Usage see text

Bulk 3


A traveler’s chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler’s chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground.

<p>Wheel Chair (Chair Storage)</p>

Source Player Core pg. 293

Price 1 gp


Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don’t count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn’t counted against your limit, much like if you used multiple backpacks or similar items at the same time.

Wheelchair

0
PFS: Standard
50
2

Source: Player Core pg. 293

A common wheelchair is ideal for everyday use but isn’t designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type.

<p>Wheelchair</p>

Source Player Core pg. 293

Price 5 sp

Usage see text

Bulk 2

<p>Wheelchair (Traveler’s Chair)</p>

Source Player Core pg. 293

Price 5 gp

Usage see text

Bulk 3


A traveler’s chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler’s chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground.

<p>Wheel Chair (Chair Storage)</p>

Source Player Core pg. 293

Price 1 gp


Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don’t count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn’t counted against your limit, much like if you used multiple backpacks or similar items at the same time.

Wheelchair (Traveler's Chair)

0
PFS: Standard
500
3

Source: Player Core pg. 293

A common wheelchair is ideal for everyday use but isn’t designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type.

<p>Wheelchair</p>

Source Player Core pg. 293

Price 5 sp

Usage see text

Bulk 2

<p>Wheelchair (Traveler’s Chair)</p>

Source Player Core pg. 293

Price 5 gp

Usage see text

Bulk 3


A traveler’s chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler’s chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground.

<p>Wheel Chair (Chair Storage)</p>

Source Player Core pg. 293

Price 1 gp


Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don’t count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn’t counted against your limit, much like if you used multiple backpacks or similar items at the same time.

Whip

0
PFS: Standard
Disarm
Finesse
Nonlethal
Reach
Trip
10
1d4 S
1
1
Melee
Martial
Flail
Calistria
Calistria

Source: Player Core pg. 278

This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound.

Critical Specialization Effects

Source Core Rulebook pg. 283 4.0

Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Wooden Shield

0
PFS: Standard
100
1
2
3
12

Source: Player Core pg. 274

Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.

Writing Set

0
PFS: Standard
100
0.1
2

Source: Player Core pg. 292

Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.

<p>Writing Set</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk L

<p>Writing Set (Extra Ink and Paper)</p>

Source Player Core pg. 292

Price 1 sp

Writing Set (Extra Ink and Paper)

0
PFS: Standard
10
0.1

Source: Player Core pg. 292

Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.

<p>Writing Set</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk L

<p>Writing Set (Extra Ink and Paper)</p>

Source Player Core pg. 292

Price 1 sp