Chapter 6: Equipment

Starting Gear: If the optional rules for Social Class are not used to determine starting wealth (see main house rules document), then players can simply select gear appropriate to the PC’s back story. If the total value is somewhere within the range of starting wealth for that class, it’s good. Certain groups more inclined to strict accountancy can of course roll for starting wealth and go shopping with it, but that’s not required.

Armor and Shields

Armor

Armor types have been consolidated somewhat, as shown in the table below. These represent base armor types; it is possible to custom-design armor using special materials and properties, as outlined in the Appendices to this chapter (for example, “full plate” is made by simply applying a +1 AC bonus to plate armor).

Armor Type Armor/ Shield Bonus Max. Dex Bonus Armor Check Penalty Arcane Spell Failure Speed Adjust-ment Weight (lbs.) Cost (gp)
Light armor
Leather or “buff coat,” padded gambeson, arming doublet, etc. +2 +6 0 10% 0 10 10
Studded leather +3 +5 –1 15% 0 15 25
Chain shirt (haubergeon), ring mail, light jack, etc. +4 +4 –2 20% 0 20 75
Medium armor
Hide armor +4 +4 –3 20% -5 ft. 20 15
Scale byrnie, brigandine, coat-of-plates, plated jack, do-maru, etc. +5 +3 –4 25% -5 ft. 25 100
Chainmail hauberk, breastplate, or lamellar armor +6 +2 –5 30% -5 ft. 30 250
Heavy armor
Full laminar armor (including splint mail, banded mail, etc.) +7 +2 –6 35% -10 ft. 40 500
Plate armor +8 +1 –6 40% -10 ft. 45 1,000

Notes on movement in armor

  • Movement speed penalties for all armor are eliminated if the armor check penalty is reduced to -0.

  • You cannot run in heavy armor unless the check penalty is -0.

Shields

As for weapons (see below), shields provide differing benefits depending upon your level of proficiency with them (Simple, Martial, or Exotic, as with weapons). Characters who are not proficient with shields gain a flat +1 shield bonus to AC (regardless of the type of shield), suffer a penalty to all attack rolls equal to the shield’s armor check penalty, and apply the shield’s armor check penalty to all Strength- and Dexterity-based skill checks.

If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not automatically improve the effectiveness of a shield bash made with it, but the shield can be made into a masterwork weapon or magical weapon in its own right.

Note that, unlike in the Core rules, shield bonuses do not apply to your flat-footed AC.

Buckler/Dastana

The buckler, or “target,” is a very small shield that can be strapped to one arm and easily maneuvered. The dastana, or vambraces, are metal forearm guards worn with light armor. For the sake of simplicity, both devices share the same basic game rules. A buckler or pair of dastana weighs 3 lbs., has a -1 armor check penalty, and has a 5% arcane spell failure chance. It provides a base +1 shield bonus to AC.

  • Simple: You can use a buckler without suffering the non-proficiency penalties noted above. You gain the shield bonus to AC, but cannot use one hand as long as the buckler is carried. A character with only Simple proficiency gains no particular benefit from dastana.

  • Martial: You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn.

  • Exotic: You can freely use both hands and still gain the shield bonus to AC.

Shield, Heavy

A heavy shield is typically made of hide, wood, or steel, and is large enough to provide substantial protection. You strap the shield to your forearm and grip it with your hand; a heavy shield is so heavy that you can't use your shield hand for anything else. 10 lbs., -2 check penalty, 15% arcane spell failure chance, base +2 shield bonus to AC.

  • Simple: You can use a heavy shield without suffering the normal non-proficiency penalty.

  • Martial: In addition to the uses listed above, you receive an additional +2 AC bonus against missiles (total +4). You can bash with a shield as a one-handed weapon instead of using it for defense; it deals 1d4 bludgeoning damage (20/x2). A spiked heavy shield deals 1d6/19-20 piercing damage instead.

  • Exotic: As martial proficiency, plus feat (Oversized Two-Weapon Fighting, enabling you to treat the heavy shield as if it were a light weapon for purposes of Two-Weapon Fighting).

Shield, Light

A light shield provides less area of coverage but is more quickly and easily brought to bear than a heavy shield. You strap the shield to your forearm and grip it with your hand. 5 lbs., -1 check penalty, 10% arcane spell failure chance, base +1 shield bonus to AC.

  • Simple: You can use a light shield without suffering the normal non-proficiency penalty.

  • Martial: You carry other items in your shield hand, although you cannot use weapons or cast spells with it. You can bash an opponent with a light shield, using it as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. It deals 1d3 bludgeoning damage (20/x2), or 1d4/19-20 with a central spike or sharpened rim.

  • Exotic: As martial proficiency, plus feat (Improved Shield Bash).

Shield, Tower

This massive wooden shield is nearly as tall as you are. 40 lbs., -10 check penalty, 50% arcane spell failure chance, maximum Dex bonus +2, base +4 shield bonus to AC.

  • Simple: You can use a tower shield without suffering the normal non-proficiency penalties (see Shields, above), although you still suffer a -2 penalty to attack rolls while using it.

  • Martial: You do not suffer the standard -2 attack penalty for using the shield, and gain an additional +2 bonus to AC against missiles (+6 total). By giving up all actions for the round, you can take total cover behind the shield.

  • Exotic: In addition to the AC bonus from the shield, you gain a +2 shield bonus to Reflex saves and Evasion (as the rogue class feature). While using the shield as total cover, you have Improved Evasion.

Weapons

Many weapons have been re-categorized, and stats reassigned, from those listed in the core rules. In general, some effort was made for the weapons here to reflect those in historical use. Unlike in the core rules, in which weapons are individually classified as “simple,” “martial,” or “exotic,” these rules allow all weapons to be used with varying degrees of skill, depending on the level of proficiency of the wielder. The Simple Weapon Proficiency feat grants the Simple level of proficiency with all weapons. The Martial Weapon Proficiency feat grants Martial proficiency with all weapons within a particular weapons group (see below). Certain fighter talents, such as Weapon Mastery, also apply to all weapons within a particular group. The Exotic Weapon Proficiency feat grants the Exotic level of proficiency with a single weapon. Weapon groups are as follows:

Group Weapons
Axes Battleaxe, glaive, great axe, halberd, hand axe
Blades, Heavy Bastard sword, broadsword, falchion, greatsword, longsword, scimitar, scythe
Blades, Light Dagger, kukri, machete, rapier, sickle, short sword, smallsword
Bludgeons Great club, heavy club, heavy mace, light club, morningstar, quarterstaff, sap, tonfa
Bows and Slings Blowgun, hunting blowgun, kestros, longbow, short bow, sling, staff sling
Close weapons Gauntlet, heavy shield, light shield, natural attacks, punching dagger, garotte, sap, spiked gauntlet, spiked shield, unarmed attacks
Crossbows Hand crossbow, heavy crossbow, light crossbow, prodd
Flails and Whips Chain whip, heavy flail, light flail, meteor hammer, pole flail, three-section staff, scourge, spiked chain, whip
Hammers and Picks Heavy pick, great hammer, light hammer, light pick, Lucerne hammer, maul, military pick, warhammer
Polearms Glaive, guisarme, halberd, lajatang, long spear, Lucerne hammer, mancatcher, morningstar, pole flail, ranseur
Spears Harpoon, javelin, lance, long spear, ranseur, short spear, spear
Throwing Weapons Bolas, boomerang, chakram, dagger, dart, hand axe, javelin, light hammer, net, orc shot put

A number of weapons have special properties:

Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Choke: A successful pin cuts off the opponent's air supply; use drowning/suffocating rules.

Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.

Double Weapon: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.

Entangle: A successful attack also applies the Entangled condition to the target. Unless otherwise noted, keeping an opponent entangled requires a CMB check on the wielder’s part each round after the initial one.

Feat: Some Exotic usages duplicate feats. You need not meet the prerequisites, but the feat applies only to the specific weapon in which you have the Exotic proficiency.

Finesse: You can use this weapon in conjunction with the Weapon Finesse feat (all light weapons automatically have this property).

Melee: The weapon cannot be effectively thrown without the Catch Off-Guard feat.

Nonlethal: These weapons deal nonlethal damage (see Combat).

Ranged: The weapon can be thrown and/or used to fire projectiles, with the listed range increment. Each increment beyond the first applies a cumulative -2 penalty to attacks. Maximum range is five such increments for thrown weapons, or ten for ranged weapons.

Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Reload: Most projectile weapons take time to reload, as listed. More proficient users can reload faster. Reload times in terms of actions are self-explanatory. A reload time of “one iterative attack” means that a user with multiple attacks can use one or more of them to reload during a round. Regardless of which attack(s) in sequence are used for reloading, actual ranged attacks are made at the normal attack penalty progression (usually -0/-5/-5/-5). For example, a character with base attack bonus +11 with a ready weapon can fire once at +11, reload, and fire again at +6 in the same round.

Trip: If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. Unlike non-trip weapons, weapons with the "trip" property allow you to apply weapon bonuses (enhancement, Weapon Focus, etc.) and feat bonuses (Improved Trip, etc.) to your CBM when tripping. Note: You can attempt unarmed trips even without a free hand, using a foot.

Multiple Options: Multiple options separated by an “and” are all available to a character with that level of proficiency. Multiple options with an “or” require the desired option to be chosen at the time the appropriate proficiency is taken. For weapons of this sort, the Exotic Weapon Proficiency can be selected multiple times, in order to gain multiple options. For example, the Exotic listing for the long spear reads as follows:

  • Two handed melee, 1d8/x3, brace, feat (Lunge or Phalanx Fighter talent), reach; or two handed melee, 2d6/x3, brace, reach.

A character with Exotic proficiency with the long spear can either (a) learn to use the Lunge feat with that weapon, or (b) learn to use the Phalanx Fighter talent with that weapon, or (c) learn to deal base 2d6 damage with the weapon (but gain none of the feat options, in that case). The brace and reach properties are gained no matter which option is selected. A character could potentially gain Exotic Weapon Proficiency with the long spear up to three times, in order to gain multiple options.

Axes

Unless otherwise noted, all axes deal slashing damage.

Axe, Battle

This is the famous one-handed Viking Axe. Weapons of this type include the Indian parashu; larger examples include the Danish axe and the dwarven war axe. Up to 6 lbs.

  • Simple: Two handed melee, or one handed melee with -4 competence penalty to attacks, 1d8/x3.

  • Martial: One handed melee, 1d8/x3 and two-handed melee, 1d10/x3.

  • Exotic: One handed melee, 1d10/x3.

Axe, Hand

An incredibly versatile weapon and tool, the hand axe can be thrown or used in melee, and can be used to make tripping attacks. Includes the hatchet, the tomahawk, and the francisca. 2 lbs.

  • Simple: One handed melee and ranged (10 ft.), 1d6/x2.

  • Martial: Light melee and ranged (10 ft.), 1d6/x3, trip.

  • Exotic: Light melee and ranged (20 ft.), 1d6/x3, disarm, trip.

Axe, Great

Includes all heavy, two-handed axes without reach, such as the bardiche and Lochaber axe. 12 lbs.

  • Simple: Two handed melee, -4 competence penalty to attacks, 1d10/x3.

  • Martial: Two handed melee, 1d12/x3.

  • Exotic: Two handed melee, 2d8/x3.

Glaive

A glaive is a simple blade, mounted to the end of a pole. Similar reach weapons such as the Japanese naginata, the pollaxe (or “poleaxe”), the couteau de brèche, the voulge, and the longaxe (from the Advanced Race Guide) can all be treated as glaives. The trip function of the Exotic proficiency can be accomplished by adding a hook to the back, creating a glaive-guisarme, whereas the added damage option for Exotic use supersedes the heavy poleaxe from Complete Warrior. An Exotic wielder with Shorten Grip option and the Two-Weapon Fighting feat can use a glaive as a double weapon, striking with the butt as if it were a staff. 8 lbs.

  • Simple: Two handed melee, -4 competence penalty to attacks, 1d10/x3, reach.

  • Martial: Two handed melee, 1d10/x3, reach.

  • Exotic: Two handed melee, 1d10/x3, feat (Shorten Grip), reach, trip; or two handed melee, 2d6/x3, reach.

Halberd

The halberd consists of a small axe blade topped with a spike, mounted on a shaft. It always has a hook on the back side of the axe blade, used for snagging mounted combatants. A halberd can be used to perform trip attacks, and can be braced against an enemy charge; exotic proficiency supersedes the “dwarven warpike” from Races of Stone. 6 lbs, slashing or piercing damage.

  • Simple: Two handed melee, -4 competence penalty to attacks, 1d10/x2, brace.

  • Martial: Two handed melee, 1d10/x3, brace, trip.

  • Exotic: Two handed melee, 1d10/x3, brace, feat (Lunge), trip.

Blades, Heavy

Unless otherwise noted, all heavy blades deal slashing damage.

Falchion

Although the historical falchion was a form of broadsword, the term is used here as in the Pathfinder core rules, to specifically represent a hand-and-a-half scimitar or “great scimitar,” similar to the German Kriegsmesser or Chinese dadao. Its exotic usage can also simulate the katana (or tachi), the “elven curve blade” of Golarion, and the “elven courtblade” from Races of the Wild. 6 lbs.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d4/18-20.

  • Martial: Two handed melee, 2d4/18-20.

  • Exotic: One handed melee, 1d8/18-20; or

two handed melee, 1d10/18-20 and finesse; or

two handed melee, 2d6/18-20.

Scimitar

Any single-handed, curved sword that is lighter than a broadsword, such as the sabre, the Russian shashka, the Indian tulwar, the Chinese dao, the Persian shamshir, and the Turkish yataghan, can be considered a scimitar. The curve allows more momentum to be focused on a single point along the blade, accounting for the weapon’s excellent critical range. 2.5 lbs.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20.

  • Martial: One handed melee, 1d6/18-20.

  • Exotic: One handed melee, 1d8/18-20; or one handed melee (Light melee for purposes of Two-Weapon Fighting), 1d6/18-20, Finesse (this latter usage supersedes the Dervish Dance feat from Qadira: Gateway to the East, and the Red Mantis Assassins’ “sawtooth sabre” from the Pathfinder Campaign Setting).

Scythe

A scythe consists of an S-shaped wooden shaft with a long, curved blade set on it. Although capable of dealing horrendous wounds, it is a clumsy weapon except in well-trained hands. 5 lbs. A longer war scythe (e.g., a fauchard) is represented using the guisarme statistics (see Polearms). You can use the scythe stats for a “mercurial greatsword” like Terminus Est from Gene Wolfe’s Book of the New Sun.

  • Simple: Two handed with -4 competence penalty to attacks melee, 2d4/x3.

  • Martial: Two handed melee, 2d4/x3, trip.

  • Exotic: Two handed melee, 2d4/x4, trip.

Sword, Bastard

The bastard sword is similar to the long sword, but with a 4-ft. blade and longer handle allowing better leverage with two-handed blows; it is often referred to as a “hand-and-a-half sword.” Smaller claymores are bastard swords (larger ones can be treated as great swords). 4 lbs.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/19-20.

  • Martial: Two handed melee, 1d10/19-20.

  • Exotic: One handed melee, 1d10/19-20, and two-handed melee, 1d10/18-20 or special (1d10/19-20 and 2d8/19-20 against Large or larger opponents).

Sword, Broad

True broadswords—such as the schiavona, the falcata, the backsword, the hanger, the Scottish broadsword, and the German Großes Messer—use the sword’s weight to add power to the blow. The weapon’s balance is such, however, that it cannot be effectively wielded in two hands. A broadsword is generally fitted with a basket hilt, providing a +2 enhancement bonus against disarm attempts. 4 lbs.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d8/19-20.

  • Martial: One handed melee, 1d8/19-20.

  • Exotic: One handed melee, 1d8/19-20/x3.

Sword, Great

The greatsword includes the two-handed sword or Zweihänder, and also the Japanese no-dachi. 6 lbs.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d6/x2.

  • Martial: Two handed melee, 2d6/19-20.

  • Exotic: Two handed melee, 2d6/19-20 and 3d6/19-20 against Large or larger opponents.

Sword, Long

The longsword is a multipurpose cutting and thrusting weapon, generally with a straight blade approximately 3 ft. long. The cruciform arming sword, the knight’s sword, the side-sword, the Walloon sword, the mortuary sword used in the English Civil War, the Viking sword, the Chinese jian, the Sudanese kaskara, and the Roman spatha are all represented by longsword statistics. 3 lbs., slashing and piercing damage. Exotic wielders become more adept with the point, rapier-like, and have more finesse overall; this supersedes the Taldori dueling sword of Golarion and the elven thinblade from Races of the Wild.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d8/19-20.

  • Martial: One handed melee, 1d8/19-20.

  • Exotic: One handed melee, 1d8/18-20, Finesse; or one handed melee, 1d8/19-20 and 1d12/19-20 vs. opponents of size Large or larger.

Blades, Light

Dagger

Any weapon with a blade about a foot in length―including a Scottish dirk, a French poignard, a Somali bilao, an Indonesian kris, etc. Most knives can be treated as daggers as well, only dealing primarily slashing damage. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. 1 lb, piercing damage (secondary slashing damage).

  • Simple: Light melee, 1d4/19-20.

  • Martial: Light melee and ranged (10 ft.), 1d4/19-20

  • Exotic: Light melee, 1d4/19-20 and sneak attack +1d6; and light ranged (10 ft.), 1d4/19-20.

Synergy: If you have Exotic dagger proficiency and also have the sneak attack class feature, the effects stack. In addition, if your base sneak attack ability (not including this feature) is at least +5d6, you gain an additional +1d6 when using a dagger (+7d6 total). If your base sneak attack ability is at least +9d6, you gain +3d6 instead (total +12d6). This is a specific exception to the general rule capping sneak attack damage at +1d6/2 levels (rounded up), and emulates the Knife Master’s “sneak stab” from the Advanced Player’s Guide.

Kukri

The kukri, or “Gurkha knife,” has a large, curved blade, with the cutting edge on the inside of the curve. 1-2 lbs, slashing damage.

  • Simple: Light with -4 competence penalty to attacks, 1d4/18-20.

  • Martial: Light, 1d4/18-20.

  • Exotic: Light, 1d6/18-20 and feat (Lunge).

Cutlass

A small cutlass includes any slashing weapon larger than a simple knife but smaller than a full-sized sword. Examples include the machete, the Philippine bolo, the Malaysian parang, the Old English seax, the Arabic jambiya, the Japanese wakizashi, and the “dogslicer” of Golarion. 2 lbs., slashing damage.

  • Simple: One handed melee, 1d6/x2.

  • Martial: Light melee, 1d6/19-20.

  • Exotic: Light melee, 1d6/18-20 or 1d8/19-20; and one handed thrown (10 ft.), 1d6/19-20.

Sickle

The sickle, derived from the grain cutting tool, is a wooden handle with a short, curved blade. Examples include the Japanese kama. The kusarigama is a double weapon equivalent to a sickle and a chain whip (q.v.). 2 lbs., slashing damage.

  • Simple: Light melee, 1d6/x2.

  • Martial: Light melee, 1d6/19-20, trip.

  • Exotic: Light melee, 1d6/18-20, trip.

Sword, Rapier

The rapier is a long, thin sword, usually with no cutting edge; variants include the estoc. You can't wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage. 2 lbs., piercing damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20.

  • Martial: One handed melee, 1d6/18-20, Finesse.

  • Exotic: One handed melee, 1d6/18-20, Disarm, Finesse and feat (Lunge).

Sword, Short

Typically, this category consists of any thrusting blade longer than a dagger, but shorter than a full-sized sword; the Roman gladius is an excellent example, as is the U.S. Model 1832 foot artillery sword. Larger cinqueadea daggers also qualify. 1 lb., piercing damage (secondary slashing damage).

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20.

  • Martial: Light melee, 1d6/19-20.

  • Exotic: Light melee, 1d8/19-20.

Sword, Small

The small sword or smallsword (also court sword, French épée de cour or dress sword) is a light weapon designed for thrusting which evolved out of the longer and heavier rapier of the late Renaissance. This weapon also supersedes the elven lightblade from Races of the Wild. 1 lb., piercing damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20, Finesse.

  • Martial: Light melee with -4 competence penalty to attacks, 1d6/18-20.

  • Exotic: Light melee, 1d6/18-20, feat (Lunge).

Bludgeons

As their name implies, unless otherwise noted all bludgeons deal bludgeoning damage.

Club, Great

The great club is simply a heavy, two-handed club. Fancy versions might be bound in iron and set with metal studs, like the Japanese tetsubo or kanabo. 6 lbs.

  • Simple: Two handed melee, 1d10/x2.

  • Martial: Two handed melee, 1d10/x3.

  • Exotic: Two handed melee, 1d10/x4.

Club, Heavy

Heavier bludgeons, such as an Iroquois ball-headed or gunstock war club, a baseball bat, an Irish shillelagh, a Japanese bokken (wooden practice sword)―or even a length of metal pipe―fall under this category. A heavy club can be swung two-handed to gain 1½ times your Strength bonus on damage. 2.5 to 4 lbs.

  • Simple: One handed melee, 1d6/x2.

  • Martial: One handed melee, 1d6/x3.

  • Exotic: One handed melee, 1d6/x3, Feat (Staggering Strike); and one handed ranged, 1d6/x3, 10 ft.

Club, Light

Any lightweight bludgeon, such as a light mace, belaying pin, singlestick, Japanese hanbo, South African knobkierrie, Filipino yantok (escrima stick), etc., is treated as a light club. Light clubs do not provide sufficient weight and leverage to gain additional damage from being used two-handed. Most styles featured training in Two-Weapon Fighting (such as with the paired sticks or the Philippine knife-and-stick) or throwing (such as the Zulu iwisa). 1 to 2 lbs.

  • Simple: One handed melee, 1d4/x2.

  • Martial: Light melee, 1d6/x2 and feat (Two-Weapon Fighting, with two light clubs or light club and dagger only); or light melee and light ranged (10 ft.), 1d6/x2.

  • Exotic: Light melee, 1d6/x2, feat (Two-Weapon Fighting); and light ranged (10 ft.), 1d6/x2, feat (Far Shot).

Synergy: If you have at least Martial proficiency with light clubs and also Exotic proficiency with light flails, you can use a dan bong (Korean rope stick) as a light club or as a light flail, depending on how you swing it. Until you do so, the weapon appears to be nothing more than a light club to anyone lacking that proficiency.

Mace, Heavy

A mace is made up of an ornate metal head attached to a simple wooden or metal shaft. The Russian pernach and shestopyor are examples of flanged maces. The one-handed “morningstar” in the core rules is treated as a heavy mace, as the Medieval morning star (q.v.) was a two-handed pole weapon. The increased damage option for Exotic use supersedes the “warmace” from Complete Warrior. 2 lbs. to 6 lbs.

  • Simple: One handed melee, 1d8/x2.

  • Martial: One handed melee, 1d8/x3.

  • Exotic: One handed melee, 1d8/x3, feat

(Crushing Blow); or one handed melee, 1d12/x3.

Morning Star

This is an infantry weapon in the form of a thick wooden shaft up to 8 feet in length, slightly fluted toward the top, with a spiked head and topped with a stout iron spike. The Flemish goedendag and the English “holy water sprinkler” are examples; longer Aztec macauhuitl can also be treated as morning stars. The length of the morning star’s handle distinguishes it from the one-handed weapon described in the core rules. 10 lbs, bludgeoning and piercing damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/x3.

  • Martial: Two handed melee, 1d10/x3, brace.

  • Exotic: Two handed melee, 1d10/x3, brace, and the long shaft allows the morning star to be used as a normal weapon (5 ft. reach) or as a reach weapon (10-ft. reach); you can switch your grip as a swift action.

Sap

The sap, or blackjack, is essentially a sandbag, used to bludgeon opponents unconscious. 1 lb.

  • Simple: Light melee with -4 competence penalty to attacks, 1d6/x2 nonlethal.

  • Martial: Light melee, 1d6/x3 nonlethal.

  • Exotic: Light melee, 1d6/x3 nonlethal, feat (Knockout Blow).

Staff, Quarter

The simple staff, whether shod and weighted like the English quarterstaff, or simply made of strong bamboo, as the bo staff, is a useful double weapon. 3 lbs. Note that the Maori taiaha is essentially a double weapon with a quarterstaff for one end and a short spear for the other.

  • Simple: Two handed melee, 1d6/x2.

  • Martial: Two handed melee double weapon, 1d6/x2, feat (Two Weapon Fighting).

  • Exotic: Two handed melee double weapon, 1d6/x3, feats (Two-Weapon Fighting and Two Weapon Defense); or one handed melee weapon, 1d6/x3.

Tonfa

Any light bludgeoning weapon with a side handle or prong in order to catch opponents’ weapons and allow for variant grips (including a billy club) can be treated as a tonfa. For example, a sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon; though pointed, a sai is used primarily to bludgeon foes and to disarm weapons, so it falls into this category for the sake of simplicity (as does the jutte). The aklys, owing to the side hook, can also be treated as a tonfa. However, it is attached to a 20-ft. cord, and can be retrieved after throwing as a move action. 2 lbs.

  • Simple: Light melee, 1d4/x2.

  • Martial: Light melee, 1d6/x2, disarm, trip.

  • Exotic: Light melee and ranged (10 ft.), 1d6/x3, disarm, trip.

Bows and Slings

The “Bows and Slings” group is also used as a catch-all for projectile weapons (such as the blowgun) that don’t belong anywhere else.

Special: Standard short bows and longbows are constructed for a person of average Strength (10-11). Strength penalties to damage apply, but not bonuses due to higher Strength unless a composite bow is used. Composite bows have a greater “pull,” and require a minimum Strength score to use. A wielder meeting or exceeding that minimum can add his or her Strength bonus to damage. Composite bows also add 10 ft. to the range increments shown.

Blowgun, Light

Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. The smaller Japanese fukiya blowgun is a simple weapon appropriate for ninjas; 2 lbs, piercing damage.

  • Simple: One handed ranged (10 ft.) with -4 competence penalty to attacks, 1d2, reload 1 standard action.

  • Martial: One handed ranged (10 ft.), 1d2, reload 1 move action.

  • Exotic: One handed ranged (10 ft.), 1d2, reload 1 iterative attack.

Blowgun, Hunting

The longer South American and Cherokee blowguns have a much longer range, with the disadvantage of being 6 to 9 feet long and unwieldy. 3 lbs, piercing damage.

  • Simple: Two handed ranged (30 ft.) with -4 competence penalty to attacks, 1d2, reload 1 full round.

  • Martial: Two handed ranged (30 ft.) with -4 competence penalty to attacks, 1d2, reload 1 move action.

  • Exotic: Two handed ranged (30 ft.), 1d2, reload 1 iterative attack.

Bow, Long

Six-foot bows like the English longbow and the Japanese daikyu fall under this heading. The daikyu’s grip was off-center, allowing it to be used while mounted by a wielder with Exotic proficiency. 3 lbs, piercing damage.

  • Simple: Two handed ranged (100 ft.) with -4 competence penalty to attacks, 1d8/x3, reload 1 move action.

  • Martial: Two handed ranged (100 ft.), 1d8/x3, reload 1 iterative attack.

  • Exotic: Two handed ranged (100 ft.), 1d8/x3, reload free action, or reload move action and can use while mounted.

Bow, short

A short bow is about 3 feet in length; examples include the Mongol bow and the Japanese hankyu. You can use a short bow while mounted. 2 lbs, piercing damage.

  • Simple: Two handed ranged (60 ft.) with -4 competence penalty to attacks, 1d6/x3, reload 1 iterative attack.

  • Martial: Two handed ranged (60 ft.), 1d6/x3, reload free action.

  • Exotic: Two handed ranged (60 ft.), 1d8/x3 and feat (Steady Aim), reload free action.

Kestros

The Macedonian kestros is, in essence, a double sling for throwing heavy, javelin-like darts. 1 lb., piercing.

  • Simple: One handed ranged (30 ft.) with -4 competence penalty to attacks, 1d8, reload 1 move action.

  • Martial: One handed ranged (40 ft.), 1d8/x2, reload 1 iterative attack.

  • Exotic: One handed ranged (50 ft.), 1d8/x3, reload free action.

Sling

A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling requires two hands and provokes attacks of opportunity. 0 lbs., bludgeoning damage.

Special: You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you.

  • Simple: One handed ranged (50 ft.), 1d4/x3, reload 1 move action.

  • Martial: One handed ranged (60 ft.), 1d6/x3, reload 1 iterative attack.

  • Exotic: One handed ranged (60 ft.), 1d8/x3, reload free action; or one handed ranged (60 ft.), 1d6/x3, reload 1 iterative attack, feat (Staggering Strike).

Synergy: If you have at least Martial proficiency with the sling and with Flails and Whips, you can use a loaded sling exactly as if it were a light flail (including any feats and/or talents you have that normally apply to the light flail). This supersedes the Sling Flail feat from Ultimate Combat.

Sling, Staff

Made from a specially designed sling attached to a pole, a staff sling can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a staff sling, just as it does for thrown weapons. Exotic proficiency supersedes the warsling from Races of the Wild. 3 lbs, bludgeoning damage.

Special: You can hurl ordinary stones with a staff sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.

  • Simple: Two handed ranged (40 ft.) with -4 competence penalty to attacks, 1d6/x3, reload 1 full round.

  • Martial: Two handed ranged (80 ft.) with -4 competence penalty to attacks, 1d8/x3, reload 1 move action.

  • Exotic: Two handed ranged (80 ft.), 1d8/x4, reload 1 iterative attack.

Close Weapons

Dagger, Punching

A punching dagger's blade is often attached to a horizontal handle that projects out from the fist when held. The Indian katara is an example of a punching dagger, as is the riverboat gambler’s push knife. Also, the Malaysian siangham and Chinese emeici, and the
“Gehennan lancet” from the Planar Handbook, can essentially be treated as punching daggers. 1 lb., piercing damage.

  • Simple: Light melee, 1d4/x3.

  • Martial: Light melee, 1d4/x3 and feat (Deft Blow).

  • Exotic: Light melee, 1d4/x3 and feats (Deft Blow, Skewer Foe).

Garrote, Cord

This is nothing more than a simple strangling cord, such as a Thuggee’s silken garrote or a Mafioso’s “rope.” In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. If you have Martial proficiency or better, your victim must make a concentration check (DC 20 + your CMB + level of the spell) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. Negligible weight; special damage.

  • Simple: Two handed melee, 1d4 on grapple.

  • Martial: Two handed melee, 1d4 on grapple, choke, feat (Throat Punch).

Exotic: Two handed melee, 1d4 on grapple, choke, feats (Improved Grapple, Throat Punch).

Garrote, Wire

A garrote is a length of wire with wooden handles at both ends. The wire is placed across a victim's throat and crossed behind the neck; when the handles are pulled tight, the garrote strangles him. It is otherwise similar to a strangling cord (see garrote, cord). Negligible weight; slashing damage.

  • Simple: Two handed melee, 1d6 on grapple.

  • Martial: Two handed melee, 1d6/19-20 on grapple, choke, feat (Throat Punch).

  • Exotic: Two handed melee, 1d6/19-20 on grapple, choke, feats (Improved Grapple, Throat Punch).

Gauntlet

Any armored glove or other means of adding weight and/or hardness to a basic fist (brass knuckles, or even a simple roll of quarters) uses these statistics (e.g., the cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm, reinforced with metal plates over the fingers. An armored gauntlet or cestus gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). 1 lb., bludgeoning damage.

  • Simple: Light melee, 1d3/x2.

  • Martial: Light melee, 1d4/19-20.

  • Exotic: Light melee, 1d4/19-20, feats/class features applying to unarmed attacks also apply to your gauntlets (q.v.).

Gauntlet, Spiked

Adding spikes to a gauntlet or cestus allows more damaging attacks, at the cost of added weight. 2 lbs, piercing damage.

  • Simple: Light melee, 1d4/x2.

  • Martial: Light melee, 1d4/x3.

  • Exotic: Light melee, 1d4/x3 and feat (Skewer Foe).

Sap

See full descriptions under “Bludgeons.”

Unarmed Attack

A non-proficient character can make flailing blows without a weapon; these blows provoke attacks of opportunity. At the Simple level of proficiency, unarmed attacks are basic punches, unable to deal lethal damage but not provoking attacks of opportunity. Kicks, elbows, etc. can be added to the repertoire at the Martial level, and at the Exotic level of proficiency the character is a skilled martial artist.

  • Simple: Light unarmed (melee), 1d3, nonlethal.

  • Martial: Light unarmed (melee), 1d4/19-20, lethal or nonlethal.

  • Exotic: Light unarmed (melee), 1d6/19-20 lethal or nonlethal, and your unarmed attacks are treated both as manufactured weapons and as natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Synergy: If you also have the Improved Weapon Maneuvers feat, you can make unarmed parry, bind, and disarm attempts (and sunder attempts against wooden weapons) as if you were armed.

Source: Martial proficiency in unarmed attacks supersedes the Improved Unarmed Strike feat; Exotic proficiency subsumes the Superior Unarmed Strike feat, from the Tome of Battle.

Crossbows

Crossbows work similarly to bows, except their Strength is mechanical (through winding) rather than limited by the user’s Strength. Default mechanical strength scores are 12 (+1 damage) for a hand crossbow, 16 (+3) for a light crossbow, and 20 (+5) for a heavy crossbow. Crossbows can be constructed with higher mechanical strength scores (see “Spring Steel” under special materials, below), but they are expensive and difficult to produce.

Some crossbows can be fired one-handed (as shown in the individual descriptions), but all of them generally require two hands to reload.

Exotic Proficiency: If you have Exotic proficiency with a crossbow that is loaded and in hand, any time you are hit with a ranged attack, you can fire that crossbow at your attacker as an attack of opportunity.

Repeating Crossbows: Repeating crossbows like the Chinese chu-ke-nu hold 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action (regardless of your level of proficiency) that provokes attacks of opportunity. Repeating crossbows have a mechanical Strength score 4 lower than normal (1d6+1 damage for light repeating crossbows, 1d8+3 for heavy repeating crossbows). Hand crossbows and prodds do not have repeating versions.

Standard crossbows deal piercing damage; the prod deals bludgeoning damage instead.

Crossbow, Hand

You can draw a hand crossbow back by hand. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Reloading takes 2 hands. 2 lbs.

  • Simple: Light ranged (30 ft.), 1d4+1/19-20, reload 1 move action.

  • Martial: Light ranged (30 ft.), 1d4+1/19-20, reload 1 iterative attack.

  • Exotic: Light ranged (30 ft.), 1d4+1/19-20, reload free action.

Crossbow, Heavy

You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. 8 lbs.

  • Simple: Two handed ranged (120 ft.), 1d8+5/19-20, reload 1 full round (provokes attacks of opportunity).

  • Martial: Two handed ranged (120 ft.), 1d8+5/19-20, reload 1 move action (provokes attacks of opportunity).

  • Exotic: Two handed ranged (120 ft.), 1d8+5/19-20, feat (Fell Shot or Vital Stike), reload 1 move action.

Vital Strike damage is +1d6 if BAB less than +6. If you already have the Vital Strike feat, you gain the effects of the Powerful Bolt fighter talent when firing a heavy crossbow.

Crossbow, Light

You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons. 4 lbs.

  • Simple: Two handed ranged (80 ft.), 1d6+3/19-20, reload 1 move action.

  • Martial: Two handed ranged (80 ft.), 1d6+3/19-20, reload 1 iterative attack.

  • Exotic: Two handed ranged (80 ft.), 1d6+3/19-20, feat (Focused Shot or Deft Blow), reload 1 iterative attack.

Prodd

The prodd is, in essence, a small hand catapult that fires sling bullets rather than bolts. Normally, operating a prodd requires two hands. However, you can shoot, but not load, a prodd with one hand at no penalty on attack rolls. Like a light crossbow, a prod has an effective mechanical Strength of 15. 4 lbs.

  • Simple: Light ranged (80 ft.), 1d4+2/x2, reload 1 move action.

  • Martial: Light ranged (80 ft.), 1d4+2/x2, reload 1 iterative attack.

  • Exotic: Light ranged (80 ft.), 1d4+2/x2, reload free action.

Flails and Whips

Chain, Spiked

Essentially a double chain whip (q.v.)―heavier, with bladed tips at both ends, and it can be gripped anywhere along the chain. 5 lbs, bludgeoning and piercing damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d4, entangle.

  • Martial: Two handed melee, 2d4, entangle, finesse.

  • Exotic: Two handed melee double weapon, 2d4/2d4; and two-handed melee reach weapon 2d4 (shift grip as swift action); disarm, entangle, finesse, trip.

Flail, Heavy

A heavy flail consists of a long handle with a spiked metal striking end―rather like the end of a morning star―attached by means of a chain or swivel. 10 lbs, bludgeoning damage. 6 lbs, bludgeoning (secondary piercing) damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/19-20.

  • Martial: Two handed melee, 1d10/19-20, disarm, trip.

  • Exotic: One handed melee, 1d10/19-20, disarm, trip; and two handed melee, 1d10/19-20, disarm and special (cannot be parried or redirected; not affected by Combat Expertise or defensive fighting).

Flail, Light

In addition to the familiar image of a handle with a spiked ball at the end of a chain (a “horseman’s flail”), the light flail includes any one-handed martial bludgeon with a rope or swivel, such as a grain thresher, a set of nunchaku, or a “flindbar.” 2 to 3 lbs, bludgeoning damage.

  • Simple: One handed melee, 1d6/x2.

  • Martial: One handed melee, 1d8/x2, disarm.

  • Exotic: Light melee, 1d8/19-20, disarm.

Flail, Pole

This is simply a long heavy flail with reach, forming a sort of polearm. 12 lbs., bludgeoning (secondary piercing) damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/19-20, reach.

  • Martial: Two handed melee, 1d10/19-20, reach, trip.

  • Exotic: Two handed melee, 1d10/19-20, feat (Crushing Blow), reach, trip.

Hammer, Meteor

This weapon is a spherical or conical weight attached to a 15-foot rope. This weapon includes the rope dart and the “dorn-dergar.” 6-7 lbs, bludgeoning damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d8/x2, finesse, reach.

  • Martial: Two handed melee with -4 competence penalty to attacks, 1d8/19-20, entangle, finesse, reach; and one handed ranged, 1d4/19-20, retrieve by means of rope (adjust grip as move action).

  • Exotic: Two handed melee, 1d10/19-20, disarm, entangle, finesse, reach, trip; and two handed melee, 1d10/19-20, trip (adjust grip as swift action; this supersedes the Darting Viper feat from Dwarves of Golarion).

Scourge

The scourge is a short, heavy, multi-tailed whip, capable of leaving bleeding wounds. The “cat-o’-nine tails” uses the scourge statistics. 2 lbs, slashing damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/x2.

  • Martial: One handed melee, 1d8/x2, disarm.

  • Exotic: One handed melee, 1d8/x2, disarm, feat (Bleeding Strike).

Staff, Three-Section

The three-section staff (sanjiegun or sansetsukon) is a flail weapon that consists of three wooden or metal staves connected by metal rings or rope. A more complicated version of the light flail, the staves can be spun to gather momentum resulting in a powerful blow. 5 lbs, bludgeoning damage. More proficient wielders can use both ends simultaneously, as a double weapon; these stats therefore cover the 3.5 edition “dire flail.”

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d6/x2.

  • Martial: Two handed melee, 1d10/19-20; and two-handed melee double weapon, 1d6/19-20.

  • Exotic: Two handed melee weapon, 1d10/19-20, disarm, feat (Lunge), finesse, trip; and two-handed melee double weapon, 1d8/19-20, finesse, feat (Two-Weapon Fighting).

Whip

The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon, unless you have Exotic proficiency with it (Exotic whip proficiency supersedes the Whip Mastery feat from Ultimate Combat).

  • Simple: One handed melee with -4 competence penalty to attacks, 1d3 nonlethal, finesse, reach.

  • Martial: One handed melee with -4 competence penalty to attacks, 1d3 nonlethal, finesse, reach.

  • Exotic: One handed melee, 1d3 lethal or nonlethal (your choice each attack), disarm, finesse, reach, trip.

Synergy: If you also have the Ranged Maneuvers feat (q.v.), you can use a whip to grasp an unattended Small or Tiny object within 15 ft. and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within 10 ft., using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.

If you also have the Improved Grapple feat (q.v.), you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes.

  • Attack: You cannot use your whip to attack while you are using it to grapple an opponent.

  • Damage: When dealing damage to your grappled opponent, you deal your whip’s weapon damage rather than your unarmed strike damage.

  • Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple.

These synergy effects supersede the Whip Mastery and Greater Whip Mastery feats from Ultimate Combat.

Whip, Chain

Any one-handed flexible, whiplike weapon with a handle at one end and a sharp edge or tip fits under the category of “chain whips.” Examples include the scorpion whip, the whip-dagger, the kau sin ke, the urumi of the Punjab, the “nine-section whip” from Ultimate Combat, and the bladed scarf of Varisia. 3 lbs, Slashing.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/x2, reach.

  • Martial: One handed melee, 1d6/19-20, finesse, reach.

  • Exotic: One handed melee, 1d8/18-20, disarm, finesse, reach, trip.

Hammers and Picks

Historically, warhammers and picks were generally combined or even indistinguishable from one another; for the sake of game continuity, they are listed separately here. Unless otherwise noted, all hammers deal bludgeoning damage; picks deal piercing damage.

Hammer, Great

Appearing as a weapon only in fantasy, a great hammer is a massive, two-handed weapon akin to the thing used in Conan the Barbarian, or the “earth breaker” in the Golarion setting. 16 lbs.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d6/x2.

  • Martial: Two handed melee, 2d6/x3.

  • Exotic: Two handed melee, 2d6/x3, feat (Staggering Strike).

Hammer, Light

The light hammer is an especially short-handled, blunt-headed warhammer, balanced for throwing. 2 lbs.

  • Simple: Light melee and ranged (10 ft.) with -4 competence penalty to attacks, 1d4/x2.

  • Martial: Light melee and ranged (10 ft.), 1d4/x3.

  • Exotic: Light melee and ranged (20 ft.), 1d4/x3, feat (Staggering Strike).

Hammer, War

The historical warhammer, including the horseman’s hammer, was a lightweight, long-handled weapon designed to damage even armored opponents. The small, pronged hammer head is often backed with a military pick. 2.5 lbs.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d8/x3.

  • Martial: One handed melee, 1d8/x3.

  • Exotic: One handed melee, 1d8/x3, feat (Crushing Blow).

Lucerne Hammer

This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor; most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. The bec de corbin is very similar to the Lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. The dwarven longhammer from the Advanced Race Guide and the “ramhammer” from the Planar Handbook are essentially Lucerne hammers. 10 lbs, piercing and bludgeoning damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d4/x3, reach.

  • Martial: Two handed melee, 2d6/x3, reach.

  • Exotic: Two handed melee, 2d6/x3, feat (Scything Blow), reach.

Maul

A maul is a sledgehammer. It can be used as a two-handed martial weapon, but is too heavy and unwieldy to be used in one hand without Exotic proficiency. 8 lbs, bludgeoning damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/x2.

  • Martial: Two handed melee, 1d10/x3.

  • Exotic: One handed melee, 1d10/x3.

Pick, Heavy

The heavy pick is a mattock or pickaxe, which also supersedes the “dire pick” from Complete Warrior and the tigerskull club from Frostburn. 8 lbs.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d8/x3.

  • Martial: Two handed melee, 1d8/x4.

  • Exotic: Two handed melee, 1d8/x4, feat (Scything Blow).

Pick, Light

The light pick, or horseman’s pick, is designed to allow a skilled user to penetrate armor, despite its light weight. The pick head is often backed by a light hammer (q.v.). Examples include the Scythian sagaris. 2 lbs.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d4/x3.

  • Martial: Light melee, 1d4/x4.

  • Exotic: Light melee, 1d4/x4, feat (Deft Blow).

Pick, Military

The military pick, crowbill, or martel-de-fer, is a heavier version of the light pick, ideal for penetrating armor in the hands of a skilled user. The head of the pick is often backed by a warhammer. 4 lbs.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/x3.

  • Martial: One handed melee, 1d6/x4.

  • Exotic: One handed melee, 1d6/x4, feat (Crushing Blow); or one handed melee, 1d8/x4.

Polearms

This is a varied group of weapons, many of which also belong to other weapons groups.

Glaive; Halberd

See full descriptions under “Axes.”

Guisarme

A guisarme is a modified pruning hook, an 8-foot-long shaft with a blade and a hook mounted at the tip. The curve and/or hook of the blade allows the guisarme to be used as a tripping weapon. Such weapons as the bill and bill hook are similar enough that they can use the same basic statistics. A fauchard is a scythe blade mounted lengthwise at the end of a pole; although the blade is sharpened on the inside of the curve, and the curve is less pronounced than in the guisarme, it is otherwise similar enough so as not to merit separate statistics. 9 lbs, slashing damage.

  • Simple: Two handed melee, 1d8/x2, reach, trip.

  • Martial: Two handed melee, 1d8/x3, reach, trip.

  • Exotic: Two handed melee, 1d10/x3, feat (Shorten grip), reach, trip.

Flail, Pole

See full description under “Flails and Whips.”

Hammer, Lucerne

See full description under “Hammers and Picks.”

Lajatang

A lajatang is a rare and unusual double weapon found only in the hands of martial artists skilled in its use. It consists of a three to five foot shaft with a crescent blade fitted at each end. Such fantasy weapons as the thri-kreen gythka and the orc double axe can be treated as lajatangs. 7 lbs, slashing damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d8/x2.

  • Martial: Two handed double melee weapon, 1d8/x3.

  • Exotic: Two handed double melee weapon, 1d8/x3, feat (Two-Weapon Fighting), finesse.

Mancatcher

This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (e.g., Medium) and doesn’t work on creatures of the wrong size. The kuo-toa “pincer staff” is a mancatcher.

A wielder with Exotic proficiency can make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action. 8 lbs, piercing damage.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d2, reach.

  • Martial: Two handed melee with -4 competence penalty to attacks, 1d2, reach, entangle.

  • Exotic: Two handed melee, 1d2, reach, grapple.

Morningstar

See full description under “Bludgeons.”

Ranseur; Long Spear

See full descriptions under “Spears.”

Spears

Unless otherwise noted, all spears deal piercing damage.

Harpoon

The harpoon is a heavy, barbed throwing spear with a socketed head. It is generally attached to a line so that it can be retrieved on a miss (a move action), and/or used to drag prey to the wielder on a hit. It can be used in melee with a -4 competence penalty. 8 lbs.

  • Simple: Two handed ranged (10 ft.) with -4 competence penalty to attacks, 1d10/x2.

  • Martial: Two handed ranged (20 ft.), 1d10/x2, entangle.

  • Exotic: One handed ranged (30 ft.), 1d10/x3, entangle, feat (Impaling Attack).

Javelin

The javelin (including the assegai and the pilum) is a light throwing spear. Thrown javelins are subject to the same breakage chances as arrows. 2 lbs. A javelin can be used in melee as a short spear (q.v.) with a -4 competence penalty to attacks (and no Exotic usage in melee).

  • Simple: One handed ranged (30 ft.), 1d6/x2.

  • Martial: One handed ranged (30 ft.), 1d6/x3.

  • Exotic: One handed ranged (30 ft.), 1d8/x3. If you hit a shield-using opponent with a javelin, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants.

Lance

The lance is a long spear, designed for use from horseback. If used from the back of a charging mount, the lance deals double damage on a successful hit. 10 lbs.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d8/x2, brace, reach.

  • Martial: Two handed melee (or one handed melee to attack as a standard action), 1d8/x3, brace, reach.

  • Exotic: One handed melee, 1d8/x3 (1d12/x3 vs. Large and larger opponents), brace, reach.

Ranseur

A trident-like polearm designed to parry and disarm weapons at a distance. The partisan, spetum, corsèsque, military fork, tiger fork, spontoon, and Bohemian ear-spoon are essentially similar. 6 lbs.

  • Simple: Two handed melee, 1d8/x2, brace, reach.

  • Martial: Two handed melee, 1d8/x3, brace, disarm, reach.

  • Exotic: Two handed melee, 1d8/x3, brace, disarm, feat (Shorten Grip), reach, trip.

Spear

A war spear can be used in both hands as a simple weapon, or in one hand (or thrown) as a martial weapon. Wielders with the Two-Weapon Fighting feat can use a spear in both hands, striking with the butt end as if it were a staff. Minor variations, such as the trident, do not merit separate statistics. 4 lbs.

  • Simple: Two handed melee, 1d8/x3, brace.

  • Martial: One handed melee and ranged (10 ft.), 1d8/x3, brace.

  • Exotic: One handed melee 1d8/x3, brace, feat (Skewer Foe); and two handed melee 1d12/x3, brace; and one handed ranged (10 ft.) 1d8/x3.

Spear, Long

In essence, a spear with a longer shaft, allowing it to be used as a reach weapon. Examples include the Macedonian sarissa, and, for especially long examples, the pike and awl pike. Exotic usage includes most pike options, and also supersedes the greatspear from Complete Warrior and the dwarven war pike from Races of Stone if the greater damage die is selected instead. 6 lbs.

  • Simple: Two handed melee, 1d8/x2, brace, reach.

  • Martial: Two handed melee, 1d8/x3, brace, reach.

  • Exotic: (a) Two handed melee, 1d8/x3, brace, feat (Lunge), reach; or (b) two handed melee, 2d6/x3, brace, reach; or (c) one handed melee, 1d8/+3, brace, reach.

Spear, Short

The short thrusting spear (“ixwa”―named for the sound made when it was withdrawn from a wound) was made famous by the Zulu actions against the British at the Battle of Isandlwana in early 1879, and the subsequent defense at Rorke's Drift. This category of weapon also includes the “halfspear.” 3 lbs.

  • Simple: One handed melee, 1d6/x2, brace.

  • Martial: One handed melee and ranged (20 ft.), 1d6/x3, brace.

  • Exotic: One handed melee, 1d8/x3, brace, and feat (Skewer Foe or Spearfighter); and one handed ranged (20 ft.), 1d8/x3.

Throwing Weapons

Axe, Throwing

The throwing axe, such as the francisca, is a hand axe (see full description under “Axes”). Martial Weapon Proficiency with throwing weapons grants ranged proficiency at the Martial level, but no melee proficiency, with the hand axe.

Bolas

A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas. 2 lbs, bludgeoning damage (or piercing damage with barbed bolas)

  • Simple: One handed ranged (10 ft.) with a -4 competence penalty to attacks, 1d4/x2, nonlethal.

  • Martial: One handed ranged (10 ft.) with a -4 competence penalty to attacks, 1d4/x2, entangle, nonlethal.

  • Exotic: One handed ranged (10 ft.), 1d4/x2, entangle, trip, lethal or nonlethal.

Boomerang

The boomerang is primarily a hunting tool, but it is not uncommon to carry these versatile weapons into battle. A boomerang (or hunting stick or “kylie”) is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. The Maasai throwing club (orinka) and similar weapons can also use these statistics.

A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational. 1 lb., bludgeoning.

  • Simple: Light ranged (30 ft.) with a -4 competence penalty to attacks, 1d6/x2.

  • Martial: Light ranged (40 ft.), 1d6/x2.

  • Exotic: Light ranged (50 ft.), 1d6/x2, feat (Staggering Strike).

Chakram

The chakram is an elegant and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge; however, any exotic crystal throwing wedge, such as the thri-kreen’s “chatkcha,” can be treated as a chakram.

You can also use these stats for any of the various multi-bladed African throwing knives such as the mambele or the hunga munga (or the “kapok” from the movie The Beastmaster). The “annulat” from the Planar Handbook and the Varisian starknife can also be treated as chakrams. 1 lb., slashing damage.

You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –4 competence penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor or a gauntlet.

  • Simple: Light ranged (10 ft.) with a -4 competence penalty to attacks, 1d6/x2.

  • Martial: Light ranged (20 ft.), 1d6/19-20.

  • Exotic: Light ranged (20 ft.), 1d6/18-20.

Dagger, Throwing

The throwing dagger is simply a dagger (see full description under “Light Blades”) that is balanced for throwing. Martial Weapon Proficiency with throwing weapons grants ranged proficiency at the Martial level with the dagger, but no melee proficiency.

Dart

More similar to a lawn dart than a pub dart, this is a throwing weapon, much smaller than a javelin, typically fletched like an arrow and weighted with lead. The Roman plumbata is an example. For the sake of convenience, other small throwing weapons such as shuriken can be modeled using these statistics as well. Half a pound; piercing damage.

  • Simple: Light ranged (20 ft.), 1d4/x2.

  • Martial: Light ranged (20 ft.), 1d4/x3.

  • Exotic: Light ranged (20 ft.), 1d4/x3, feat (Manyshot).

Hammer, Throwing

The throwing hammer is simply a light hammer (see full description under “Hammers and Picks”) that is balanced for throwing. Martial Weapon Proficiency with throwing weapons grants ranged proficiency at the Martial level with the throwing hammer, but no melee proficiency.

Javelin

See full description under “Spears” (q.v.).

Net

A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net must be folded to be thrown effectively; after the net is unfolded, you take a –4 penalty on attack rolls with it unless you have Exotic proficiency.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

  • Simple: A person with only Simple proficiency cannot use a net effectively in combat.

  • Martial: Two handed ranged (10 ft.), entangle, refold 2 full rounds.

  • Exotic: One handed ranged (10 ft.), entangle and special (+2 to attacks vs. entangled opponent with a weapon held in your other hand), refold 1 full round (or two move actions).

Synergy: If you have Exotic proficiency with the net and also have the Improved Trip feat, you treat the net as if it had the Trip quality. If you have the Improved Weapon Maneuvers feat, you treat the net as if it had the Disarm quality. Exotic net proficiency (and the synergy effects) supersedes the Net Adept, Net and Trident, and Net Maneuvering feats from Ultimate Combat.

Shot Put, Orc

A character with a Strength of less than 12 cannot effectively wield an orc shot put at all, regardless of his or level of proficiency. 15 lbs, bludgeoning.

  • Simple: One handed ranged (10 ft.) with -4 competence penalty to attacks, 1d8/x2.

  • Martial: One handed ranged (10 ft.) with -4 competence penalty to attacks, 1d8/x3.

  • Exotic: One handed ranged (10 ft.), 1d8/19-20/x3.

Magic Items and Wealth

And as they rode, Arthur said, “I have no sword…” So they rode till they came to a lake, the which was a fair water and broad, and in the midst of the lake Arthur was ware of an arm clothed in white samite, that held a fair sword in that hand.

―Sir Thomas Malory, Le Morte d’Arthur (1470)

An effort has been made to decouple magical gear from monetary wealth. This allows characters to spend fortunes on castles, lavish parties, or whatever else they desire, without automatically falling behind their peers in terms of personal power. To this end, a number of the new feats and class features are intended to supersede the “standard” items (cloaks of resistance, belts of physical might, and the like). In addition, “wealth by level” as a measure of magical gear is, if not abolished, at least modified heavily enough that material wealth no longer translates directly to magical power.

Magic Item Economics: Because of the time and effort it takes to craft magical items, major magical items are not openly for sale for mere money―a +5 sword can do things that any number of gold coins can’t do, and adding more tons of gold doesn’t change that. Major magic items generally must be bartered for with items of equivalent value: other magic items, souls trapped in items or in the form of larvae, the stuff of raw chaos crystallized into gems (such as those used in Steven Brust’s “pre-empire sorcery”), etc. In general, magical gear worth over 10,000 gp or so (based on the diamond value required for a resurrection spell) cannot be purchased for mundane coin under almost any circumstances.

This cash limit does not apply to mundane items such as sailing ships or electron microscopes: only to major magical items and certain special materials.

Magical Items as Class Features: In some cases, you receive enhancements to items directly as a class feature. Examples include the fighter’s Personal Weapon talent; the prestige paladin’s bonded armor, holy symbol, or weapon; the wizard’s bonded item. Unless otherwise noted, these items do not count against your personal numen (see below). However, they also do not generally function for people other than you, so that selling or trading them is pointless.

Personal “Mojo” (Numen)

Even with a shift in currency expectations, you’re still in a situation in which wealth (of whatever sort) directly buys power, and the hope is to diminish that. As a proposed alternative, irrespective of actual monetary wealth (of any kind) available for spending, a given character can only maintain a personal equipage of magical gear set by the limits of his or her personal power, or “numen” (I preferred “mojo,” but was outvoted). Each item “costs” a certain amount of numen to bind to one’s use; items not bound to a character can be retained only temporarily (see “Maximum,” below). To bind an item to yourself, you must spend an amount of numen equal to the gold piece value of the item. Magical items obtained in excess of your maximum numen limit cannot be bound to you.

An unfortunate by-product of this system is the need to track the total value of your items. If that’s too much of a pain for a given group, they can simply accept the two-tiered currency system and hand-wave the rest in terms of bartering and so on, and the game can still work―but it’s more effort for the referee, who in essence is stuck tracking your items for you in order to balance encounters appropriately.

Character Level/CR Numen (or gp value equivalent of gear):
Minimum
1st 0
2nd 780
3rd 1,650
4th 2,400
5th 3,450
6th 4,650
7th 6,000
8th 7,800
9th 10,050
10th 12,750
11th 16,350
12th 21,000
13th 27,000
14th 34,800
15th 45,000
16th 58,500
17th 75,000
18th 96,000
19th 123,000
20th 159,000

A scroll or potion that is created, found, or purchased, and that is consumed almost immediately (not copied into a spellbook), does not count against your total gear. However, a character who keeps one or more potions or scrolls “on hand” must tally those items against his or her limits.

Minimal Gear: Characters with less than a certain minimum value of magical gear (as listed in the table; that column duplicates the Pathfinder NPC wealth table) are treated as if their Challenge Rating (CR) were one less, so that an 8th level monk with less than the minimum listed gear (7,800 numen worth) has a CR of 7, and is expected to adventure with a 7th level party against 7th level threats. (They do not advance in levels faster than an 8th level peer, and if they insist on adventuring with 8th level parties, they get what they get.) This rule provides an explanation for why NPCs have CR = class level -1 (per the Pathfinder core rules). An NPC with more than the minimum listed gear has a higher CR.

Par: The character has the “correct” amount of gear for a 3.5 edition PC. These values are slightly lower than those in the Pathfinder core rules, which is appropriate for use with these house rules because of the numerous ways in which feats and talents can take the place of magic items.

Maximum: The maximum value worth of magical gear that you can personally retain, equal to the Pathfinder PC wealth-by-level value for the next level. Items that exceed your maximum numen can be held temporarily, but sooner or later will be lost, stolen, destroyed, or requisitioned by a more powerful being―generally within one adventure or game session. This enables scenarios in which the party uses a more powerful item to fulfill a given purpose, but doesn’t automatically get to keep that item thereafter.

Reaching Par: Whenever the total magical value of a PC’s gear is less than par, the player is encouraged to request that they “discover” one or more additional abilities, heretofore latent, in existing bound items (subject to referee approval), or gain new items altogether (see below), until the total value reaches par. For example, a player whose 3rd level character (par = 2,700 numen) has a suit of +1 full plate (value 1,000 numen) and no other substantive gear might “discover” that his or her armor also grants a +1 resistance bonus on saves (+1,000 numen). He could not simply increase the armor’s enhancement bonus to +2, because +2 armor has a magical value of 4,000 numen, which exceeds his “par.” He could, however, keep a suit of +2 armor that he found in a dungeon or crafted himself (4,000 numen is still less than his maximum of 6,000). A suit of +3 armor (9,000 numen, or 150% of his maximum) would certainly be lost, stolen, destroyed, or whatever―and he knows it.

Combining Properties and Magic Item Slots: There is no increase in magic item costs for combining properties in the same item. Rather, characters (and referees) are encouraged to combine multiple items into a single item that becomes a fundamental part of the character’s portfolio. For example, a character who normally would have a +1 flaming sword, a ring of protection +1, a ring of minor elemental resistance (fire), and a cloak of resistance +2 can instead choose to have a single sword that combines all of those functions―a sword that could then be named and become part of that character’s legend.

In addition, the standard chakra-like system of one suit of armor, two rings, one amulet, etc. is abolished. You can keep an amount of magical gear equal to your personal numen, and it doesn’t matter what “slots” it occupies or what form it’s in (within rational limits: obviously no one can wear two suits of armor, but there is no reason why a character could not wear three magical rings).

Manna from Heaven: If you are under “par,” there is no reason you have to make a trip to the nearest “magic mart” (which do not exist in the setting, as no craftsperson will be willing to have numen tied up in the form of inventory). Nor are you required to advance the items you already have, or hope to find new ones placed by the DM in the nearest dungeon. Any item you find during the course of an adventure can be declared magical, if you have the numen to spend on it. “I pull one of the dragon’s teeth, and will use it henceforth as a +1 flaming dagger!” is completely legitimate, if you have the numen to spend. Magical heirlooms left to you by ancestors are a favorite gimmick. King Arthur had his sword Excalibur handed to him by the Lady of the Lake, and no one told him that was “against the rules.” The general philosophy here is that, because a character’s items are such an important part of the character, their exact origin and abilities are best left up to the player’s creativity.

Expendable Items: For one-use items like potions and scrolls, simply apply the standard cost against your numen until used. On the other hand, to keep a supply of expendable items on hand, it’s easier to simply price large stock of potions of bull’s strength, for example, as a single command-activated item usable at will (see below), for 900 x spell level x caster level = 6,000 numen total (compare to 4,500 gp list price for a wand of bull’s strength, for example).

Floating Inventory: As long as your total amount of permanent gear is above minimum but under par, you can declare the difference to be a “floating inventory” of mundane (and possibly minor magical) items, without bothering to record their exact nature. Instead, you can simply assume you have any needed item as long as it’s portable and within the cost limit remaining to you. The item must be one that you could reasonably have picked up in your travels.

Additionally, no single item produced in this manner can cost more than 10 gp per character level (the Collector feat allows you to exceed this limit; see Chapter 5). Once your “floating inventory” is depleted, it takes you 4 hours of shopping in a town (and an appropriate amount of money) to replenish your inventory. This supersedes the Packrat feat from Dragon magazine (issue 354) and the Well-Prepared feat from the Advanced Player’s Guide.

Masterwork Items: These are priced in exactly the same way that magic items are; see below.

Unbinding Items: You can choose to remove items from your personal inventory, generally to free up numen. If you do so, the item released can never again become part of your personal inventory, and in general won’t even function for you. (If the item in question is one that you found and “declared” as magical, it might become non-magical altogether, once abandoned by you). This is to prevent exploits such as a character giving away all his gear, spending his “par” on other stuff, and then re-claiming the items just laid aside as “found” treasure up to maximum.

Crafting: This system would appear on first glance to devalue magic item crafting, since people can simple “discover” magic properties in existing items. However, via crafting you can exceed par and obtain custom items up to the listed maximum numen, assuming you gave enough time and money. Crafting an item counts against the maximum numen of the craftsperson, unless it is transferred to a willing recipient, at which time it counts against the new owner’s numen instead.

Cursed Items: Cursed items are like parasites in that they generally count against the cursed character’s numen as if they were fully-functional magic items of the appropriate type. For example, a character afflicted with a suit of armor of arrow attraction (with a “Magic Items: +3 full plate” listing in the entry in the Core Rulebook) would have 9,000 numen occupied by the cursed item, unavailable for other use. If this causes you to lose other items from your inventory, you can re-bind those items later (as they were usurped rather than voluntarily unbound), assuming you have sufficient numen to do so.

Magic Items and Followers: Followers use their own numen, based upon their character level. In general, their equipment is kept below “minimum” by their employers, because a character with equipment above that limit counts as CR +1 (making him or her more difficult to retain as a cohort: see Leadership feat). However, you can intentionally over-equip a cohort and still keep him or her at the lower CR by paying the excess numen cost (above minimum for the follower) yourself.

Souls: Because souls contain numen in their own right, it is sometimes possible to exchange souls trapped in gems for favors, wishes (Chapter 7), or magic items (night hags in particular are known to traffic in souls)―or to use the souls themselves as numen in magical items (using the Soulcrafting feat). However, only half of the numen of a dead creature can be harvested from its soul (this destroys the soul). In addition, if the dead creature has outstanding numen invested in the form of magic items, latent spells, etc., subtract that total from the creature’s before calculating the harvestable total (i.e., a portion of the creature’s soul is held in each of these items and spells). It is always considered an evil act to traffic in souls.

Appendix A: Designing Custom Items

The following are guidelines illustrating the types of things that are possible and the type of thought that might go into designing a custom item. No matter what the design or item, agreement between players and referee is always needed, and the referee can always ban, re-price, or apply limitations to an item according to best judgment.

For the sake of brevity and familiarity, many costs are presented in units of “gp,” but remember that equivalent personal numen must always be spent on custom items.

Numerical Bonuses

Bonuses are priced using a multiplier bonus squared, as in the core rules. Numerical bonuses are always priced using this method; never as spells or feats. Therefore, a weapon with the true strike spell simply ignores miss chances due to concealment (i.e., has the seeking weapon property); pricing to gain an insight bonus to attacks is 2,500 x the bonus squared, per the “other bonuses” table below.

Enhancement Bonuses

Enhancement bonuses to armor, weapons, skill checks, and so on are priced according to the following table. These prices are used for both masterwork and magical items; for example, there is no reason a suit of hydraulic mechanical armor could not provide an enhancement bonus to the wearer’s strength, much in the way that a belt of giant strength provides a magical bonus to the wearer’s strength. Non-magical (masterwork) items applying bonuses to things normally improved only by magic items tend to be large and bulky, and can be disabled using the Disable Device skill (as opposed to being rendered inoperative by a dispel magic spell).

Enhancement Bonus To Cost Multiplier (x bonus squared)
Armor or shield bonus to AC 600
Armor check penalty (per +/-1) 100
Armor or shield max. Dex bonus 75
Armor spell failure (per -5%) 1,500
Damage reduction /― 500
Item hardness (per +1) 75
Item hit points (per +5 hp) 50
Natural armor 2,000
Penetration of DR (per +1 step) 1,000
Skill checks (single task only) 200
Skill checks (all tasks for 1 skill) 400
Speed (per +10 ft.) 1,000
User attribute score 1,000
Weapon attack rolls 400
Weapon damage 200

Bundled Bonuses: Most magic weapons and armor provide “bundled” benefits. Each +1 of a magical weapon provides a +1 enhancement bonus to attacks and damage, +2 to hardness, +10 to the weapon’s hit points, and +1 to the weapon’s ability to penetrate damage reduction. Each +1 of a suit of magic armor provides a +1 enhancement bonus to the armor’s AC bonus, +2 to the armor’s hardness, and +10 to the armor’s hit point total. Total costs come out comparable to those listed in the core rules (1,000 x overall bonus squared for armor and shields; 2,000 x overall bonus squared for weapons).

Damage Reduction: A +1 bonus (as bestowed by light armor made of adamantine; see below) provides DR 1/— or increases existing DR/— by one hp, etc.

Maximum AC Bonus: Because of the way offense scales faster than defense at higher levels, the +5 maximum enhancement bonus to AC is increased to +10 (costing 60,000 gp for the AC increase alone, or 100,000 gp for +10 magic armor).

Penetrating Damage Reduction: Although many 3.5 edition players dislike the idea of enhancement bonuses overcoming materials-based damage reduction, it does provide a reasonable rationale for the cost of magic weapons with higher bonuses, and also mitigates the “golf bag of weapons” for fighters (or need to carry vials of oils). Enhancement bonuses to penetrate damage reduction can be purchased on an ascending scale as follows:

Enhancement Bonus Overcomes DR
+1 /magic
+2 /silver
+3 /cold iron
+4 /adamantine
+5 /—
+6 /epic

Creatures with material-based damage reduction take an additional +1d6 damage from weapons made from that material that also have an enhancement bonus high enough to penetrate that material’s DR. For example, a +2 silver weapon would deal +1d6 damage against lycanthropes, whereas a +1 silver weapon or a +2 cold iron weapon would deal normal damage.

Alternately, a weapon can be made to penetrate damage reduction corresponding only a single type of material (not magic, or on an ascending scale) by using the pricing for use-activated spell effects (see below): 2nd level versatile weapon spell (Pathfinder Advanced Players Guide) x CL 3rd x 500 = 3,000 numen. There is no duration multiplier because the use is contingent (creatures with specific DR).

Examples of Specific Armors: The following examples indicate the use of enhancement bonuses to simulate special armors from various sources.

  • Full Plate Armor (Core rules): Start with plate armor; add +1 enhancement bonus to AC (600 gp), -5% arcane spell failure (1,500 gp) = 2,100 numen.

Enhancement Penalties: For obvious reasons, it is not permitted to “sell down” the price of a custom item by building in penalties that don’t really apply to the user. For example, a fighter with no spellcasting ability cannot add a +50% spell failure chance to armor and then try to claim a 150,000 gp cost reduction for it. The spell failure chance could still be added to the armor, but the price adjustment in that case would be -0.

Trading in Enhancement Bonuses: Some class features (the barbarian’s wrath of ancestors rage power, fighter’s personal weapon talent, the paladin’s divine weapon, and the ranger’s favored weapon lore, for example) allow part or all of an enhancement bonus to be “traded in” for additional numen. For ease of bookkeeping, players can still use the “+X bonus equivalent” pricing from the Core rules. However, because weapon and armor properties are no longer priced as “+X equivalent” (see below), when trading in bonuses for properties it can be more advantageous to use the new pricing rules herein. The table below lists recommended “trade in” values for raw enhancement bonuses, which can then be spent on properties à la carte.

Total Enhancement Bonus Traded In

Numen

Equivalent

+1 6,000
+2 13,000
+3 20,000
+4 28,000
+5 37,000
+6 47,000
+7 58,000
+8 70,000
+9 84,000

Other Numerical Bonuses

Bonus types other than those shown below are generally not allowed.

Bonus Type Can Apply To Multiplier
Alchemical Item hardness (per +1) 50
Item hit points (per +5 hp) 100
Weight reduction (per -5%) 50
Luck Attack rolls, damage, saves 5,000
Deflection AC 2,000
Insight AC, attack rolls 2,500
Resistance Saving throws 1,000
Shield AC (e.g., ring of force shield) 2,500
(Other) Referee permission 5,000

Because the numerical bonus pricing rules trump others, you cannot simply use a 1st level shield spell effect (see below) to simulate a ring of force shield or animated shield. Instead, you must use the cost for shield bonuses (2,500 numen x the shield bonus squared). A ring of force shield +2 costs 10,000 numen. A +1 animated heavy steel shield costs 10,000 for the shield bonus + 1,000 for the enhancement bonus = 11,000 numen.

Feats

An item that allows the user to use a feat is priced based on the prerequisites for use. The base cost is 2,000 numen x the minimum base attack bonus or number of skill ranks, etc. needed to gain the desired feat effects. For example, a magic mace that allows the use of the Crippling Strike feat (Str damage only, BAB +6) would cost 6 x 2,000 = 12,000 numen. The same item allowing use of the same feat, but dealing Str, Dex, and Con damage (BAB +16) would cost 32,000 numen instead. The user must meet the prerequisites, unless the magic item cost is increased to cover those as well (by adding another feat, etc.).

Some examples of feat-based weapon properties are provided below:

  • Defending: Combat Expertise feat (BAB +1) = 2,000 numen for a +1 defending sword; BAB +4 = 8,000 numen for a +2 defending sword; BAB +8 = 16,000 numen for a +3 defending sword, etc.

  • Fortification: Fortification fighter talent; 2,000 numen per 5%. Light fortification armor, with a 25% chance to ignore crits and sneak attacks, would cost 10,000 numen). Note that it is normally not possible to use class features instead of feats to create custom items; this is a specific exception.

  • Ki Focus: Versatile Blow feat, allowing the use of a 1st level ki power and +1 enhancement bonus from ki attack (1st level monk) = 2,000 numen; 12,000 numen for +2 (6th level monk equivalent), 20,000 for +3, 28,000 for +4, and 36,000 numen for +5 (18th level equivalent).

  • Metamagic Rods: Price according to the metamagic feat in question (Chapter 7), and referencing the Sudden Metamagic feat for uses per day that would normally be allowed. For example, a normal metamagic rod of empower allows the Empowering (+2 spell level cost) of 4th level spells. The item is therefore priced based on a spell capacity of 11th level, the minimum needed to cast 6th level spells. However, Sudden Metamagic (Empower Spell) normally allows only 2 uses per day; gaining the 3rd use would require a 150% greater expenditure. Total cost would be 11 x 2,000 x 1.5 = 33,000 numen (as compared to a 32,500 gp price tag in the Core rules).

  • Nonmetallic: Druid of Earth and Metal feat (Chapter 3); base 2,000 gp. In addition to being usable by druids, nonmetallic items are not treated as metal for effects such as heat metal, shocking grasp, etc. (2nd level resist elements spell x CL 3rd x 1,000 x 1 (contingent spell effect) = 6,000 gp, for 8,000 numen total.

  • Somatic: Somatic Weapon feat at 1 rank Spellcraft = 2,000 numen for the most basic function; 12,000 numen if it also allows use of material components.

  • Throwing: Can be thrown with 10-ft. range increment, as Catch Off-Guard feat (+1 bonus; 2,000 numen).

  • Vorpal: Severing Strike feat; BAB +16 effects = 32,000 numen cost. A sword of sharpness (as in 1st edition) would use the same feat but allow only the BAB +11 effects, for a cost of 22,000 numen.

  • Wounding: Bleeding Strike feat; BAB +6 effects = 12,000 numen.

As always, an exception involves feats such as Weapon Focus that grant numerical bonuses. Numerical bonuses are always priced based on the bonus, as described above, and never as a feat or spell.

Spell Effects

Spell effects are an easy way to custom-make almost any item imaginable. Note that numerical bonuses are always priced by bonus (see above), never by spell level and caster level.

Command Word Activated: 900 x spell level x caster level. If limited (4 or fewer) uses per day, multiply cost by (uses per day/5).

Continuous: 1,000 x spell level x caster level x duration modifier (x1 if hours/level, x1.5 if 10 min./level, x2 if min./level, x4 if rounds/level, x8 if instantaneous). Continuous items/spells radiate the applicable effects at all times. For example:

  • A lantern of revealing is simply a permanent invisibility purge spell placed on a lantern; the cost is 3 (spell level) x 5 (caster level) x 1,000 (continuous-effect) x 2 (duration in min./level) = 30,000 numen—exactly that listed in the Core Rulebook.

  • A ring of energy resistance uses the 2nd level resist energy spell at CL 3rd (minor), 7th (major), and 11th (greater). Rounding the values and smoothing the progression comes to an approximate value of 1,000 numen per point of resistance (i.e., 10,000 numen for resistance 10, etc.).

  • Spell resistance is a 5th level spell x 1,000 x 2 (1 min./level). Assuming CL 1 grants SR 13 = (5 x 1 x 1,000 x 2 = 10,000 numen), SR costs 10,000 numen per point over 12, exactly as recommended in the Core rules.

  • An Apache hodentin sack, filled with the pollen of the tule sedge, was believed to ward off evil; no warrior would part with his. 1st level protection from evil x CL 1st x 1,000 x 2 (1 minute/level) = 2,000 numen.

Use-activated: These sorts of items must be wielded or otherwise intentionally employed for the effects to come into play. Cost is half that of continuous spell-effect items (500 x spell level x caster level x duration modifier). As an example, a rod of absorption could be priced using the 9th level absorptionCA spell x CL 17th x 500 x 2 (10 min./level) x 0.5 (50 charges only) = 76,500 gp. A rod of absorption that can hold up to 50 spell levels at a time, but that can be recharged, would cost 153,000 numen.

Using these guidelines, it is also possible to have a magic item that is, in effect, a permanent spell. For example:

  • The 2nd level flame blade spell makes a something of a poor man’s brilliant energy weapon, at a cost of 2 (spell level) x 3 (caster level) x 500 x 2 (duration in min./level) = 5,000 numen (for base fire damage equal to a normal weapon’s; the spell’s level-based bonus to damage would have to instead be purchased separately using the numerical bonus rules). This is conceivably attainable by a 4th level PC with no other items.

  • A paladin PC might wield a fixed searing light spell as if it were a sword (base 2d8 damage, or 5d6 vs. undead), at a cost of 3 (spell level) x 5 (caster level) x 500 x 8 (instantaneous spell duration) = 60,000 numen (appropriate for an 11th level PC).

FAQ: Why are the costs so low? Observant players will note that the continuous-effect costs are half those listed in the Core rules for custom items; use-activated costs are one-fourth of the values listed. A: This pricing not only better reflects most of the example item prices in the Core Rulebook, but it also allows all characters, not just casters, to benefit from new books full of spells. In addition, martial characters are far more gear-dependent than casters; this system makes that gear somewhat easier to come by.

Armor and Weapon Properties

In keeping with the lack of a markup on multiple properties for a single item, the “+1 enhancement bonus equivalent” pricing scheme has been exchanged for a menu of flat costs, generally using the use-activated spell effect rules above. This allows multiple minor properties (flaming, keen, returning, etc.) to be added without geometrically increasing the cost of the item, whereas more powerful effects (i.e., higher-level spells) do greatly increase item pricing.

Duration Multipliers: When creating use-activated spell effect weapons, a straight duration multiplier is not appropriate for effects such as hold monster, that are applied instantaneously to the target but then last for some period of time. In such cases, use the instantaneous (x8) multiplier, not the actual duration. Given the high costs this typically generates, most such effects are made contingent (e.g., as Strikes); as described in the following section.

Energy Weapons: The caustic, flame, frost, and shock weapon properties (+1 bonus cost in the core rules) emulate a use-activated shocking grasp spell (and possible application of a versatile evocation effect), for a flat cost of 1 (spell level) x CL 1 (1d6 damage only) x 500 x 8 (instantaneous duration) = 4,000 numen. This allows the flaming property to be added to weapons with higher enhancement bonuses without pushing the cost up unreasonably. The caster level could conceivably be increased to increase the damage: 8,000 numen for 2d6 energy damage on a hit, 12,000 for 3d6, 16,000 for 4d6, and 20,000 for 5d6. Even higher damage could be obtained by Heightening the spell to 3rd level (120,000 numen for 10d6 energy damage at CL 10th).

Applying the Versatile Evocation metamagic feat to the energy damage permits weapons that deal different kinds of damage from those shown. Negative energy or sonic weapons cost 2 (spell level + metamagic cost) x CL 1st x 500 x 8 = 8,000 numen per +1d6 (max. +5d6). Weapons dealing force damage cost 3 x 1 x 500 x 8 = 12,000 numen per +1d6.

Other Properties as Spell Effects: Other examples are handled similarly to energy weapons:

  • Animated (shield): Not applicable as a spell effect; numerical bonus pricing rules (see above for shield bonuses) always take precedence over spell effect rules.

  • Bashing: Exotic Shield Proficiency feat (2,000) + lead bladesAPG (5,000; see below) = 7,000 numen.

  • Blessed: 1st level bless weapon spell x CL 1st x 500 x 2 (1 min./level duration) = 1,000 numen.

  • Blinding: 2nd level pyrotechnics spell x CL 3rd x 900 (command-activated) x 2/5 (2 uses/day) = 1,800 numen, and 120 ft. range (DC 13, 1d4+1 rounds).

  • Brilliant Energy: 6th level brilliant bladeCA spell x CL 11th x 500 x 2 (1 min./level) = 66,000 numen.

  • Corrupt: Weapon is evil-aligned and auto-confirms crits against good opponents. 1st level corrupt weaponBVD x CL 1st x 500 x 2 (1 min/level) = 1,000 numen.

  • Cortical (Underdark): 8th level mind blank x CL 15th x 1,000 x 1 (24-hour duration) = 120,000 numen.

  • Dancing: 4th level dancing bladeCA spell x CL 4th (dances only 4 rounds at a time) x 900 = 14,400 numen.

  • Dimensional Sheath: When not in use, you stash your weapon in an extradimensional space. 3rd level secret pocket spell (d20 Arcana) x CL 5th x 500 x 1 (hour/level) = 7,500 numen, plus 1,500 per pound above 5 lbs. weight.

  • Distance: 1st level longshotUC spell x CL 1st x 500 x 2 (1 min./level) = 1,000 numen.

  • Energy Resistance: 1,000 numen per point of energy resistance (see above).

  • Glamered: 1st level disguise self spell x CL 1st x 1,000 x 1.5 (10 min./level) = 1,500 numen.

  • Ghost Touch: 2nd level ghost touch armorLM spell x CL 3rd x 500 x 2 (1 minute/level) = 6,000 numen, or 3rd level ghost touch weaponSC x CL 5th x 500 x 1 (contingent on fighting incorporeal opponents—see below) = 7,500 numen.

  • Holy: 3rd level searing light spell (Chapter 7) x CL 2nd (1d6 holy and 1d6 fire damage) x 500 x 8 (instantaneous) = 24,000 numen, plus 24,000 per +2d6 damage thereafter (maximum 10d6 for 120,000 numen). Unlike the holy weapon in the core rules, the damage from this weapon applies to all opponents, except that undead take extra and constructs less, and half the damage is fire damage.

  • Impact: As keen, but applies to bludgeoning weapons. 3rd level weapon of impactMF spell x CL 5th x 500 x 1.5 (10 min./level) = 11,250 numen.

  • Keen: 3rd level keen edge spell x CL 5th x 500 x 1.5 (10 min./level) = 11,250 numen.

  • Lead BladeAPG (or gravity bowAPG): 1st level spell x CL 5th x 500 x 2 (1 min./level) = 5,000 numen.

  • Poison: 4th level poison spell (DC 16) x CL 7th x 500 x 8 (instantaneous) = 112,000 numen; this weapon is like John Daker’s sword Katajana, from Micahel Moorcock’s The Eternal Champion.

  • Reflecting: 7th level spell turning x CL 13th x 1,000 x 1/5 (once per day) = 18,200 numen.

  • ReliquaryUM (see Create Reliquary Arms and Armor feat): 2nd level consecrate or desecrate spell x CL 3rd x 1,000 x 1 (2 hrs/level) = 5,000 numen. The item can also be used as a holy/unholy symbol; if within the area of another consecrate/desecrate spell (as appropriate), it counts as a permanent fixture.

  • Returning: 2nd level returning weaponUC spell x CL 3rd x 500 x 2 (1 min./level) = 6,000 numen (the same cost as adding a +1 weapon property to a +1 weapon, as in the Core rules).

  • Second Chance (Ultimate Equipment): 2nd level ricochet shotUC spell x CL 3rd x 500 x 4 (1 round/level) = 12,000 numen.

  • Seeking: This is the effect of the true strike spell, not including the numerical attack bonus (which would have to be added separately using the numerical bonus rules above); 1 x CL 1 x 500 x 8 (instantaneous) = 4,000 numen.

  • ShieldbreakerBEM2: 2nd level shieldbreaker x CL 3rd x 500 x 1 (1 hour/level) = 3,000 numen; weapon ignores shield bonuses to AC. Mundane (non-numen bound and non-magical) shields are destroyed on a hit.

  • Slaying: 7th level finger of death x CL 13th x 500 x 8 (instantaneous) x 1/50 (expendable ammunition) = 7,280 numen. The arrow, bolt, bullet, etc. is destroyed on a successful hit.

  • SoulfireBED: 4th level death ward spell x CL 7th x 1,000 (continuous) x 2 (1 min./level) = 56,000 numen.

  • Speed: 3rd level haste spell x CL 5th x 500 x 4 (1 round/level duration) = 30,000 numen (the same cost as applying a +3 weapon quality to a +1 weapon, as in the Core rules).

  • Transformative (Ultimate Equipment): On command, the weapon can become another weapon type with the same size and properties (as the morphic property from the Magic Item Compendium). 2nd level alter self spell x CL 3rd x 900 (command word activated) = 5,400 numen.

  • Unholy: [1st level shocking grasp spell + Versatile Evocation (negative energy; +1 level) + Energy Admixture (unholy; +1 level)] x CL 2nd x 500 x 8 (instantaneous) = 24,000 numen. The weapon deals an extra +1d6 negative energy damage and +1d6 unholy damage on a hit; this can be increased by increasing the caster level (+24,000 numen per additional +2d6; maximum +10d6).

  • Vampiric: 3rd level vampiric touch spell x CL 2nd x 500 x 8 (instantaneous) = 24,000 numen for +1d6 damage; 48,000 for +2d6, 72,000 for +3d6, etc.

  • Venom: 4th level poison spell (DC 16) x CL 7th x 900 x 1/5 (once per day) = 5,040 numen.

Critical or Contingent Weapon Properties: Weapon property spell effects that activate only on a critical (e.g., the deafness effect of a thundering weapon, or the additional damage dealt by a flaming burst weapon) are priced as use-activated spell effects (see above). However, because the effect occurs only contingent on specific activation conditions, spell duration pricing modifiers do not apply. In these rules, critical-only properties are expanded so as to activate on any of the conditions normally associated with [Strike] feats (Chapter 5). Examples include the following:

  • Bane: 4th level foebaneCA spell x CL 7th x 500 x 1 (contingent; specific creature type only) = 14,000 numen. If you the effect somehow becomes non-contingent (i.e., can be changed every so often), then multiply by 4 (for 1 rd./level), for a total cost of 56,000 numen.

  • Blinking: 3rd level blink spell x CL 5th x 500 x 1 = 7,500 numen. When attacking with a blinking weapon, roll 1d10: 1-2 = attack misses (weapon ethereal at the wrong time); 3-5 = normal attack; 6-10 = attack ignores armor and shields (unless they have the ghost touch property). Any attempt to parry a blinking weapon fails 50% of the time.

  • Cursed: 4th level cursed bladeCW spell x CL 7th x 500 x 1 (situational effects) = 14,000 numen. Like the sword Tyrfing from the Icelandic sagas, wounds from a cursed weapon cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse).

  • Disruption: 5th level disrupting weapon spell (DC 17) x CL 9th x 500 x 1 (fighting undead is contingent) = 22,500 numen.

  • EnfeeblingBED: 1st level ray of enfeeblement spell x CL 4th x 500 x 1 (Strike) = 2,000 numen.

  • Enervating (Magic Item Compendium): 4th level enervation spell (1d4 negative levels) x CL 7th x 500 x 1 (Strike) = 14,000 numen.

  • Flaming Burst: 1st level spell x CL 1st x 500 x 1 (crit-contingent) = 500 numen for +1d6 on a crit, plus an additional 500 per additional +1d6 (up to +5d6). The same cost applies to icy burst, acid burst, and shocking burst weapons.

  • Holy Burst: 3rd level spell x CL 2nd x 500 x 1 = 3,000 numen for +2d6 holy damage on a crit, plus an additional 1,000 per +1d6 thereafter (maximum +10d6).

  • Life Stealing: 9th level energy drain spell x CL 17th x 500 x 1/5 (1 negative level only) = 15,300 numen.

  • Morganti: As in Steven Brust’s novels, these are weapons that destroy the souls of those killed (another famous example is Stormbringer, from Michael Moorcock’s Elric of Melniboné saga). There are several possibilities for this:

    • 9th level soul bind spell x CL 17th x 500 x 1 = 76,500 numen; or

    • 6th level barghest’s feastPnH x CL 11th x 500 x 1 = 33,000 numen.

    • Alternatively, one could simply apply an enhancement bonus to the resurrection survival DC (see Introduction) for those killed by the weapon, at a suggested cost of 100 numen x the square of the bonus.

Note that in the Aviona campaign setting, the elf-king has declared possession of Morganti weapons illegal; this edict is widely ignored by high elf nobles, who collect Morganti weapons in secret vaults simply to defy the prohibition on ownership (which they oppose in principle or simply out of rebelliousness).

  • Nine Lives Stealer: 7th level finger of death spell x CL 13th x 500 x 1 (Strike) = 45,500 numen (but is not limited to 9 uses).

  • Sending (Lost Empires of Faerun): 6th level Trobriand’s baleful teleportWCS spell x CL 11th x 500 = 33,000 numen.

  • Sound Burst: 2nd level spell x CL 1st x 500 x 1 = 1,000 numen for +1d6, plus 1,000 numen per additional +1d6 (max. +5d6). This cost also applies for negative energy burst weapons.

  • Thundering: 2nd level deafness spell x CL 3rd x 500 = 2,500 numen, plus [Strike] energy burst (sonic; 2 x 2 x 500 = 2,000 numen) = 4,500 numen total for +2d6 sonic.

  • Wild Armor: This armor allows the wearer to retain its AC bonus while in alternate forms (wild shaped, polymorphed, etc.), subject to the rules for stacking armor and natural armor bonuses (Chapter 1). Wild armor is available in various “grades,” dependent upon the highest-level polymorph effect it can accommodate; refer to the following table.

Grade Spell Effects Cost in Numen
Lesser Beast shape I, vermin shape I 15,000
Improved Beast shape II, elemental body I, vermin shape II 28,000
Greater Beast shape III, elemental body II, plant shape I, polymorph 45,000
Superior Beast shape IV, elemental body III, form of the dragon I, plant shape II 66,000
Primal Elemental body IV, form of the dragon II, plant shape III 91,000
Mythic Form of the dragon III 120,000

Other

Creativity is encouraged, especially in regards to ideas that have no clear rules elsewhere. This section provides a number of examples to showcase demonstrate ways to implement these sorts of ideas.

Embedded Items: Applying the tattoo itemRR spell as a continuous spell effect is a simple way to create items that are physically embedded in your body. Although the spell as written in the source material suppresses the item’s properties, that’s a holdover from the “limited item slots” paradigm in 3.0/3.5 and can be ignored in these rules. Also, while embedded items can take the form of tattoos (as the spell implies), there’s no particular reason an item couldn’t as easily be a gem embedded in your forehead, a cybernetic enhancement, an arcane symbiont, or whatever. Cost is as a 4th level spell x CL 7th x 1,000 x 1 (permanent duration) = 28,000 numen.

Applying this ability to your familiar allows you to emulate the Tattooed Sorcerer’s familiar tattoo variant class feature from Inner Sea Magic.

Enhanced Companions: A familiar, animal companion, bonded mount, etc. can be enhanced using your personal numen exactly as if it were a magical item. For example, a dog could be given a +4 enhancement bonus to Constitution for 16,000 numen, or a +2 bite for 8,000 numen, or a permanent expeditious retreat effect for 2,000 numen (see spell effects, above). In this manner, the special familiar abilities in 1st edition can be duplicated; by spending 10,000 numen, for example, a pseudodragon familiar can be made to bestow SR 13 on its master.

Intelligent Items: There are a several ways to go about this.

  • If you have the arcane bond class feature, one option is to select a bonded object and also take the Arcane Bond feat (Chapter 5), and designate the object as your familiar. The object then gains an Intelligence score equal to 5 + half your effective master level (see Wizard, Appendix B, and also Chapter 5: Feats).

  • A 7th level character might gain the Leadership or Command Undead feat, apply the ghost template (+2 CR) to the cohort gained, and end up with a 3rd level ghost sorcerer or incarnate (effective CR 4) bound to a personal item―thus allowing the “item” to have its own intelligence and magical abilities.

Masking Objects of Power: For magical items that do not register to detect magic and/or scrying, use the continuous spell effect rules, with the contingent duration multiplier (x1) if the effect applies only to the item. Typical spell effects for this include the following:

  • 1st level magic aura x CL 1st x 1,000 x 1 (1day/level) = 1,000 numen (item up to 5 lbs. only; +1,000 numen per additional 5 lbs.)

  • 3rd level nondetection x CL 5th x 1,000 x 1 (1 hour/level) = 15,000 numen; protection also extends to owner as long as item held/worn. The Concentration DC to pierce the protection is equal to 11 + (1.5 x CL), so increasing the CL (and therefore the cost) is a smart investment.

  • 7th level sequester x CL 13th x 1,000 x 1 (1 day/level) = 91,000 numen; the object is both invisible and immune to detection/location spells. Given the spell’s long duration, however, it’s a lot more cost-effective to simply re-cast the spell every week or two.

  • 8th level mind blank x CL 15th x 1,000 x 1 (24-hour duration) = 120,000 numen. The object is immune to all divinations and mind-affecting effects, and this protection extends to anyone holding or wearing it.

Power Conduits: For when you just can’t get enough spell slots, a personal item might serve as a conduit for raw magical power from the plane of your deity, from a circle of stones at the confluence of ley lines, or whatever. A power conduit provides you with additional “spells per day” slots (Spellcasting Table 2). This costs 2,000 numen x the maximum level of spell slots x the spell capacity level. For example, a 7th level sorcerer could have an item that draws additional magical power, adding six 1st level and three 2nd level spell slots to his total, for 16,000 numen total (2,000 x 2 x 4). Note that there is no reason a fighter cannot take the Arcane Bond feat, choose a wand as a bonded item, and enhance it with this ability in order to power it.

Individual spells, activated using the item’s spell slots, can be added for 750 numen x spell level x caster level for the first ability, ¾ that for the second, and half that for additional spells thereafter (as a wand or staff).

Prepared Spell Slots: For casting additional prepared spells, the suggested cost is 2,000 x (spell level)2 x number of spells. Thus, a 3rd level pearl of power costs 18,000 numen, and a ring of wizardry III costs 2,000 x 32 x 3 = 54,000 numen (again, bonus spells for high attributes or school are not multiplied, unless added to the cost accordingly).

Appendix B: Materials

As noted in Appendix A, the use of special materials (mithral, etc.) is an easy way to create custom items. In addition to some of the materials from existing sources, described below, a character with enough ranks in an appropriate Craft skill could create new custom materials using the guidelines presented in Appendix A and using the examples here as a template.

Standard Materials

Basic materials are summarized in the table below. They do not count against numen unless enhancement bonuses or other properties are imbued into them.

Material Hardness Weapon or Shield hp Armor hp
Gold 6 7 4 x AC
Hide/Leather 2 2 2 x AC
Steel 10 10 5 x AC
Stone 8 5 3 x AC
Wood or bone 5 5 2 x AC

Gold: Typically only used for ceremonial weapons and armor, metal equipment made from gold is fragile, heavy, and expensive. Often golden armor is gold-plated, rather than constructed entirely from gold. Gold-plated items triple the base cost of weapons and armor (this does not count against personal numen) and have the same properties as the base item. Items constructed purely of gold cost 10 times the normal cost for items of their type (again, not counting against numen) and are double their normal weight.

Pure gold is too soft to hold a decent edge; unless alchemically treated (as described in Magic of Faerun; use the custom items rules above), edged weapons made of gold weapons take a -2 penalty to damage rolls. Untreated gold weapons also have the fragile property, gaining the Broken quality on a natural 1 on any attack roll. Gold weapons deal damage as if one size category larger, due to their extra weight; however, they cannot be used in conjunction with the Weapon Finesse feat, and the wielder also takes a penalty to attack rolls as follows:

Weapon Catgory Wielded in:
One hand
Light -2
One-handed -4
Two-handed n/a

Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/shield bonus by 2, and increase the armor check penalty by 2 (unless alchemically treated). The additional weight also makes the armor count as 1 category heavier than normal (light armor becomes medium armor, medium becomes heavy), increases spell failure chances by 10%, increases armor check penalties by 3, and decreases the max Dex bonus of the wearer by 2.

Hide and Leather: The hides of various animals and monsters (not only dragons) can be crafted into armor by a skilled leatherworker. In general, armor crafted from a creature’s hide provides an armor bonus to AC equal to half the creature’s natural AC bonus.

  • Hides providing an armor bonus of +3 or less are made into light armor (standard leather armor is therefore assumed to be aurochs hide armor, although a normal crocodile would also be appropriate, for example). Wolfskin armor would provide a +1 armor bonus to AC, but otherwise be identical to leather armor; grizzly bear leather would provide a +3 armor bonus to AC, etc.

  • Hides providing an armor bonus of +4 or greater are medium armor, rather than light armor, and use the base mechanics listed for hide armor. “Standard” hide armor is made from the hide of a bison or elephant. Mastodon or bulette armor would provide a +6 armor bonus to AC, etc.

  • Hides providing an armor bonus of +7 or greater are heavy armor, rather than medium or light armor, and use the base statistics for full laminar or lamellar armor (e.g., banded mail). For example, triceratops hide armor, dire crocodile scale armor, and dire sharkskin armor are exactly identical to banded mail, except they can be worn by druids (add the nonmetallic property, using the feat costs above). Armor made from the hide of an adult red dragon (+21 natural armor) would provide a maximum +10 armor bonus to AC.

Hides of exotic creatures are generally not available on the open market; you must kill and skin the monster (the latter requires a Survival check at DC 10 + the creature’s natural AC bonus to avoid ruining it). Regardless of the size of the creature being skinned, you can make only one suit of armor from it for a creature one or more sizes smaller (smaller suits of armor use choicer bits of material to make up for the lack of sheer mass). This requires a Craft (needlework) check, at a DC equal to that of the base armor + twice the AC bonus above normal.

The cost and characteristics of exotic hide armors are handled by assuming the armor is magical (+1 bonus per AC above 2 for light armors, above 4 for medium armors, and above 7 for heavy armors). For example, armor made from the plates of the tarrasque (+17 armor bonus) would be equivalent to +10 laminar armor, for a cost of 100,000 gp for the enhancement bonuses + 8,000 gp (nonmetallic) = 108,000 numen.

Steel: Steel is the standard material used for fabricating metal armor and weapons in human and dwarven lands. When calculating custom materials costs, steel is generally used for “base” stats for items normally made from metal.

Stone: The wood elves of Estren do not work metal; their weapons, when not made entirely of wood, are often of stone―light and one-handed bludgeoning weapons, daggers, axe-heads, spearheads, and arrowheads can all be made of stone. Sling bullets can be made of heavy ceramic rather than lead. In some cases, edged weapons can be simulated by setting obsidian into wood; the macauhuitl is essentially a stone bastard sword. Stone weapons and armor are made using the Craft (lapidary) skill rather than the Craft (smith) skill.

Stone weapons are easier to sunder than their steel counterparts, as shown in the table. Also, they have the “fragile” quality and are prone to breaking during normal use. When you roll a natural 1 on an attack roll with a stone weapon, the weapon gains the Broken condition. Stone weapons cost a quarter of what base items of their type do, and weigh 75% of what base items of their type do. If you have at least Martial proficiency with a stone weapon and score a critical threat, you can intentionally break the weapon (giving it the broken condition) in order to confirm the crit without rolling; this supersedes the Disposable Weapon feat from Ultimate Combat.

Alchemically-treated stone armor is available as a breastplate, half-plate, or full plate only. Weight is roughly 150% normal, and movement speed is reduced to 15 feet for those with a base speed of 30 ft. (creatures with a 20-ft. speed have their movement rates reduced to 10 ft.). Cost is the same as for normal (steel) armor of the same category. Armor crafted from seashells or the like can be treated as stone armor.

Wood: Wood is used for the hafts of axes, the shafts of arrows, etc; clubs, staves, and so on are also typically made of wood. Wood can come in exotic types and be alchemically-treated in a variety of ways, as described below.

Because wooden armor and shields can be used by druids, they receive no numen cost discount for their lower hardness and hit points. Likewise, wood is a standard material for many types of weapons (clubs, staves, axe handles, etc.), so no numen discount is provided.

Special Materials

Special materials such as mithral and adamantine are simulated using the rules for designing custom items, above. Examples, with calculations for costs, are provided here. The materials listed here are not meant to be representative of all possible materials; new ones can be designed using the “Designing Custom Items” rules above. Unless otherwise noted, special materials costs are tallied against a character’s numen (see above). Not all special materials are freely available, particularly costly ones; referee approval is needed.

Adamantine: This ultra-hard metal adds to the quality of a weapon or suit of armor. Adamantine is black in color, and impossible to work without magical means and at least 11 ranks in Craft (smith) as a class skill. Items without metal parts cannot be made from adamantine (an arrow could be made of adamantine, but a quarterstaff could not).

Wide is the fronting gate, and, rais’d on high

With adamantine columns, threats the sky.

Vain is the force of man, and Heav’n’s as vain,

To crush the pillars which the pile sustain.

―Virgil, The Aeneid (29-19 B.C.)

  • Light armor and shields: masterwork (check penalty reduced by 1; 100 gp), +10 alchemical bonus to hardness (5,000 gp), +10 alchemical bonus to hp (400 gp), provides DR 1/— (500 gp) = 6,000 numen.

  • Medium armor: masterwork (check penalty reduced by 1; 100 gp), +10 alchemical bonus to hardness (5,000 gp), +15 alchemical bonus to hp (900 gp), provides DR 2/— (2,000 gp) = 8,000 numen.

  • Heavy armor: masterwork (check penalty reduced by 1; 100 gp), +10 alchemical bonus to hardness (5,000 gp), +20 alchemical bonus to hp (1,600 gp), provides DR 3/— (4,500 gp) = 11,200 numen.

  • Weapons: +10 alchemical bonus to hardness (5,000 gp), +5 alchemical bonus to hp (100 gp), ignore first 20 points of hardness when sundering weapons or attacking objects (30,000/2 for situational = 15,000), penetrates DR/adamantine (3,000 gp) = 18,100 numen.

Bronze: Bronze is an alloy of copper and tin, with weapon properties superior to those of simple iron, but inferior to steel. Bronze armor and weapons are typically used by low-level high elves, who intensely dislike the touch of steel, but cannot afford more exotic materials such as mithral or glassteel (q.v.).

  • Armor and shields: -1 to hardness (-50 gp), -5 hp (-100 gp), -1 to armor or shield bonus to AC (-600 gp), -5% to arcane spell failure (+1,500 gp), +10% to weight (-200 gp) = 550 numen.

  • Weapons: -1 to hardness (-50 gp), -5 hp (-100 gp), = -150 numen (i.e., the total cost of magical or masterwork enhancements to the weapon is reduced by 150 numen, so that a +1 sword made of bronze costs 1,850 numen, rather than 2,000).

Cold Iron: Cold iron is made from taenite or other high nickel ore ― e.g., “meteorite iron” or “thunder-bolt iron” from fallen stars. It is essentially identical to steel, but is resistant to corrosion, and requires at least 6 ranks in Craft (smith) to competently work. It may display 60° cross-hatched Widmanstätten patterns, allowing one to tell at a glance that it’s not ordinary metal. Items without metal parts cannot be made from cold iron.

… that sword that was kin to lightning grew weary of these defenses, for it had in its essence speed and desperate journeys; and, lifting Alveric’s hand along with it, it swept blows at the elvish knights, and the armor of Elfland could not hold it out.

―Lord Dunsany,

The King of Elfland’s Daughter (1924)

  • Light armor; shields: Grant SR 13 (10,000 numen).

  • Medium armor: Grants SR 15 (30,000 numen).

  • Heavy armor: Grants SR 17 (50,000 gp).

  • Weapons: Penetrate damage reduction (cold iron; 3,000 gp), ignore +1 of deflection bonus to AC (Unskittering Attack feat; 2,000 gp for +1 BAB effect), use-activated contingent dispel magic (3rd level spell x CL 5th x 900 gp x 1 [Strike] = 13,500 gp) = 18,500 numen total. Cold iron weapons ignoring greater deflection bonuses and/or with higher caster level for dispelling can be made by increasing costs accordingly.

Crystal: Certain types of crystal can be used in place of metal in weapons or armor, using a special forging process (using the Craft (lapidary) skill in place of the Craft (smith) skill). The fortified crystal possesses the properties of a similar steel weapon or armor, except for visual appearance. Weapons and armor made of mundane crystal are especially vulnerable to a shatter spell. Because the properties are similar to those of steel, crystal armor cannot be worn by druids unless you add the nonmetallic property (q.v.), for an additional 8,000 numen. Source: Expanded Psionics Handbook.

Crystal, Deep: This crystal is found at the hearts of large veins or deposits of mundane crystal (Expanded Psionics Handbook), or grown and shaped on other worlds (“voidglass,” per Pathfinder Module The Dragon’s Demand). They are crafted using the Craft (lapidary) skill rather than Craft (smith).

Armor made of deep crystal provides a resistance bonus to saves against mind-affecting magic and psionic effects, as shown below.

  • Light armor: (+1 resistance bonus)2 x 1,000 gp x 0.5 (conditional—mind-affecting only) = 500 numen.

  • Medium armor: (+2 resistance bonus)2 x 1,000 gp x 0.5 (conditional) = 2,000 numen.

  • Heavy armor: (+3 resistance bonus)2 x 1,000 gp x 0.5 (conditional) = 4,500 numen.

A psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. There are at least three ways of handling this; more than one can be combined in the same weapon (although costs are cumulative, in that case).

  • Ki Channeling: As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal, sacrificing one daily use of a ki power to cause the weapon to deal +2d6 force damage, plus an additional 1d6 per level of the slot sacrificed (minimum 1st level). The weapon will stay charged for 1 minute or until it scores its next hit. Missile weapons lose this effect if they miss; however, they may be recovered and charged again. Arcane Blast feat (2,000 numen, plus 4,000 numen per +1d6 thereafter).

  • Mastery Weapon (Monk Only): The weapon carries additional force damage, per your Unarmed Mastery class feature. Versatile Strike feat (8,000 numen per +1d6 mastery damage).

  • Voidglass: The weapon gains a +1 enhancement bonus to damage per level of the highest-level spell, spell-like ability, or ki power slot the wielder has available. Arcane Blade feat (2,000 numen for +1 max. damage bonus, plus 4,000 numen per +1 thereafter; max. 34,000 for +9 maximum).

Glassteel: Glass magically transmuted to a material stronger than steel, glassteel is often used for high elven weapons and plate armor. It functions similarly to mithral (q.v.), except it cannot be made into chain shirts, chainmail armor, or chain weapons, and does not penetrate DR/silver as mithral does. Glassteel items are crafted using Craft (glassblowing), rather than Craft (smith). They are transmuted after being formed, and are considered metallic for purposes such as use by druids, etc.

  • Armor and shields: +5 alchemical bonus to hardness (1,250 gp), armor check penalties reduced by 2 (400 gp), +2 to maximum Dex bonus (300 gp), -5% spell failure (1,500 gp), -50% weight (5,000 gp) = 8,450 numen.

  • Weapons: +5 alchemical bonus to hardness (1,250 gp), gain Finesse property (2,000 gp; Special Weapon Finesse feat) = 3,250 numen. Being able to apply your Dex bonus to damage, etc. would cost more, as per the pricing for feats.

Dragonhide: Start with leather armor, scale mail, or banded armor as a base, then add an armor enhancement bonus (cost 1,000 gp x bonus squared, as normal) sufficient to bring the total AC value equal to half the natural AC bonus of the dragon from which the hide was taken. For example, armor made from the hide of an adult red dragon (+21 natural armor) would provide a +10 armor bonus to AC (equivalent to +3 banded armor). It also has the nonmetallic property (see above; 8000 gp). Dragonhide armor also provides resistance 10 to the type of energy the living dragon was immune to (10,000 gp). Total cost = enhancement bonus cost + 18,000 numen.

Leafweave: As the name suggests, leafweave armor (from Races of the Wild) is made from forest leaves, which are then treated with a special alchemical process that makes them as tough and flexible as leather. Leafweave versions of padded, leather, studded leather, and hide armor exist; leafweave studded leather typically incorporates darkwood studs to make it druid-friendly. Leafweave studded leather is equivalent to the “leaf armor” described in the Pathfinder Inner Sea World Guide.

  • Armor: Check penalty reduced by 1 (100 gp), +1 to max Dex bonus (75 gp), -5% spell failure (1,500 gp) = 1,675 numen.

Creating leafweave armor requires a successful DC 25 Craft (alchemy) check in addition to the normal Craft (needlework) checks. The secret of its manufacture is known only to the wood elves of Estren.

Darkleaf: It is rumored that a type of leafweave can be made that incorporates darkwood (q.v.) as well; this is the “darkleaf cloth” from the Pathfinder Advanced Race Guide. Only armor normally made of hide, leather, or cloth can be made as darkleaf armor.

  • Armor: +8 alchemical bonus to hardness (3,200 gp), +5 alchemical bonus to hp (50 gp), check penalty reduced by 3 (900 gp), +2 to max Dex bonus (300 gp), -10% spell failure (6,000 gp), -50% weight (5,000 gp) = 15,450 numen.

Mithral: Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard; the secret of its working is known only to the eldest of high elves and mountain dwarves (requiring at least 6 ranks in Craft (smith) as a class skill). When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well.

Mithril! All folk desired it. It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was like to that of common silver, but the beauty of mithril did not tarnish or grow dim.

―J.R.R. Tolkien, The Fellowship of the Ring (1954)

Weapons and armor made of mithral weigh half as much as their steel counterparts.

  • Armor and shields: +5 alchemical bonus to hardness (1,250 gp), armor check penalties reduced by 3 (900 gp), +2 to maximum Dex bonus (300 gp), -10% spell failure (6,000 gp), -50% weight (5,000 gp) = 13,450 numen.

  • Weapons: +5 alchemical bonus to hardness (1,250 gp), penetrate DR/silver (3,000 gp), gain Finesse property (2,000 gp; Special Weapon Finesse feat) = 6,250 numen. Being able to apply your Dex bonus to damage, etc. would cost more, as per the pricing for feats.

Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving.

In the case of mithral weapons, the lighter weight gives the weapon the Finesse special property (even if it did not already possess it). However, the light weight means that, for purposes of adding your Strength modifier to damage, two-handed mithral weapons are treated as one-handed (1x Str modifier), and one-handed mithral weapons are treated as light weapons (0.5 x Str modifier).

Phoenix Stone: From Steven Brust’s “Dragaera” novels, phoenix stone is a mineral that can be worked like metal. Gold phoenix stone blocks arcane magic; any creature wearing gold phoenix stone armor is immune to spells and spell-like abilities, as if he or she were just inside the edge of an antimagic field. However, he or she cannot cast spells or use spell-like abilities or magic items while so armored.

Gold phoenix stone weapons ignore spells and magical protection, including enhancement bonuses of magical armor. Gold phoenix stone weapons and armor cannot themselves be imbued with magic, for obvious reasons. Black phoenix is otherwise similar, but it blocks psionic and ki powers and druid spells, rather than arcane magic.

  • Armor, weapons, and shields: Basic properties of stone weapons and armor, plus 6th level spell (antimagic field) x CL 11th x 1,000 gp (continuous spell effect) x 1.5 for 10 min./level duration = 99,000 numen.

Silver, Alchemical: This alloy, formed by a complex process involving metallurgy and alchemy, looks exactly like silver, although it is much lighter. The material as presented here is a fusion of the alchemical silver from the core rules and from Magic of Faerun, and of the Qadarian “silversheen” metal, from Pathfinder Companion: Qadira, Gateway to the East.

  • Armor and shields: 20% weight reduction (800 gp), +1 max Dex bonus (75 gp), armor check penalty reduced by 1 (100 gp), -5% spell failure (1,500 gp), resist electricity 2 (400 gp) = 2,875 numen.

  • Weapons: penetrate DR/silver (3,000 gp), -1 enhancement penalty to damage (-200 gp; optional) = 3,000 (or 2,800) numen.

Steel, Damascus: The special Wootz ore (containing vanadium and other trace elements) used in this steel, along with the secret methods of crucible forging, result in carbon nanotubes within the forged metal. In addition to making this steel far stronger than normal, it produces a “watered” pattern when forged. The ore and forging techniques required for Damascus steel are known only in Bailakash and eastern Aramni.

  • Light armor and shields: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp) = 1,350 numen.

  • Medium armor: +5 alchemical bonus to hardness (1,250 gp), +10 alchemical bonus to hp (400 gp) = 1,650 numen.

  • Heavy armor: +5 alchemical bonus to hardness (1,250 gp), +15 alchemical bonus to hp (900 gp) = 2,150 numen.

  • Edged Weapons: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp), +1 enhancement bonus to damage (200 gp) = 1,550 numen.

Steel, Spring: Spring steel is a high-carbon, silicon-alloy steel with a very high yield strength. Crossbows (and prodds) constructed using spring steel can carry a higher mechanical strength than normal, but at an increased cost. For mechanical Strength scores higher than the defaults shown above, simply apply the additional cost formula for enhancement bonuses to damage. Thus, a crossbow dealing an additional +5 damage (e.g., 1d8+10 for a heavy crossbow) would cost 5,000 numen (52 x 200 gp).

Talonite: This dark blue-gray alloy of cobalt and other metals, which is hot-rolled rather than forged, is often used by goblins. Because of its high lubricity, it continues cutting even when dull; edged blades of talonite gain a +1 enhancement bonus to attack rolls and damage. When magically enhanced, the metal takes on a deep blue color, identifiable with a DC 20 Knowledge (lore) or DC 15 Craft (smith) or Profession (mining) check. Talonite is equivalent to the “arundar” special material in Magic of Faerun.

  • Armor and shields: +2 alchemical bonus to hardness (200 gp), grants sonic resistance 2 (2,000 gp) = 2,200 numen.

  • Weapons: +2 alchemical bonus to hardness (200 gp), +1 enhancement bonus to attacks (400 gp), +1 enhancement bonus to damage (200 gp) = 800 numen.

Wood, Darkwood: This rare magic wood is as hard as normal wood but very light. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. Darkwood can be made into ironwood (q.v.), but the additional costs stack.

  • Armor and shields: -40% weight (3,200 gp), armor check penalty reduced by 2 (400 gp) = 3,600 numen.

Wood, Heartwood: Heartwood of any kind is rare; it is the center wood of a particularly ancient tree brought to thinking life with the awaken spell. Heartwood comes in four main varieties, each mimicking the mystic qualities of a special metal: blue—alchemical silver; gray—adamantine; red—cold iron; white—mithral. This quality allows these woods to penetrate damage reduction as if they were the metal in question. White heartwood weights half as much as normal wood, and grey heartwood ignores 20 points of object hardness. Despite these properties, heartwoods have the same hardness and hit points as normal wood. Heartwood can also be ironwood (q.v.), but the additional costs stack. An item made of heartwood cost the same amount as one made of the metal it mimics.

Wood, Ironwood: Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Ironwood allows the fashioning of wooden items (using the Craft (construction) skill) that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts (but you cannot make chain weapons or chain armor from ironwood). Ironwood armor and shields are freely usable by druids.

  • Shields: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp) = 1,350 numen.

  • Medium armor: +5 alchemical bonus to hardness (1,250 gp), +15 alchemical bonus to hp (900 gp) = 2,150 numen.

  • Heavy armor: +5 alchemical bonus to hardness (1,250 gp), +25 alchemical bonus to hp (2,500 gp) = 3,750 numen.

Extraplanar Materials

The following special materials are extraterrestrial or extraplanar in origin, and are almost never available on the open market. Players wishing for their PCs to have items of these materials must present a reasonable source that fits into the ongoing campaign storyline, subject to referee approval. At least 16 ranks in Craft (smith) as a class skill are generally required in order to work with these materials (this requirement is reduced for natives of the plane from which the material originates). The additional costs for these materials always count against a character’s numen (see above).

Abysium: Known also as “feverstone” (a somewhat misleading name, as abysium is a metal), this glowing, blue-green substance can be a source of great energy. However, it also causes living creatures who spend extended amounts of time near it to grow ill and die unless proper precautions are taken. Abysium functions as steel when used to craft weapons and armor, but anyone who carries or wears abysium arms or armor becomes sickened for as long as the gear is carried or worn, plus an additional 1d4 hours after it is removed. This is a poison effect. Weapons and armor made from abysium glow with an intensity equal to that of a candle. Source: Pathfinder #61, Shards of Sin.

  • Armor: 2nd level spell effect (stolen breath, from Dragon magazine #314) x CL 3rd x 500 gp = 3,000 numen.

  • Weapons: Feat (Sickening Strike) = 2,000 numen.

Astral Driftmetal: An extraordinarily rare mineral that is mined only on islands of matter floating in the Astral Plane, as described in the Planar Handbook. It is very similar to iron but has the remarkable feature of being fully effective against incorporeal attacks, as though it were made of force (Cf. the metal “dureum” in E.E. “Doc” Smith’s Chronicles of the Lensmen). Armor crafted from astral driftmetal retains its full armor bonus to Armor Class against incorporeal attacks. Astral driftmetal is not malleable enough to be worked into chainmail or scale mail; only a breastplate, shield, or any form of heavy armor can be made from it.

  • Armor and shields: +2 alchemical bonus to hardness (200 gp), +10% weight (-200 gp); ghost touch property (6,000 gp) = 6,000 numen.

  • Weapons: +2 alchemical bonus to hardness (200 gp), +10% weight (-200 gp); ghost touch property (21,000 gp) = 21,000 numen.

Bloodiron, Abyssal: Tainted metal harvested from the earth of the Abyss, where cataclysmic battles have been waged for eons and the earth has been saturated with iron, blood, and spent magic, Abyssal bloodiron is forged at a low temperature to preserve its innate powers. Weapons forged of the metal usually appear dark except for their cutting edges, which are as red as freshly spilled blood. Source: Planar Handbook.

  • Armor and shields: Grants SR 13 (10,000 numen) and negates the critical hit confirmation function of blessed weapons.

  • Weapons: Penetrate damage reduction (cold iron; 4,000 gp), corrupt (1,000 gp) = 5,000 numen.

Celestrum: Celestrum (from the celestial armor magic item in the core rules, the celestial plate armor from Pathfinder #11: Skeletons of Scarwall, and from Green Ronin’s Advanced Gamemaster’s Guide) is a holy metal smelted from the raw stuff of the good-aligned planes. It can be silver or gold in color, though it is vastly more valuable than either metal. Celestrum is extremely light and strong, allowing armors made of it to be thin without losing strength, and easily maneuvered in. Angels and messengers of the gods are often clad in full suits of celestrum, but it’s much rarer for any mortal to acquire a suit. Items not primarily of metal are not meaningfully affected by being partially made of celestrium (a longsword can be a celestrum weapon, while a quarterstaff cannot).

  • Light armor and shields: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100), armor check penalties reduced by 3 (900 gp), +5 to maximum Dex bonus (1,875 gp), -15% spell failure (13,500 gp), -50% weight (5,000 gp), and negates the critical hit confirmation function of corrupt weapons = 22,625 numen.

  • Medium armor: As above, but +10 alchemical bonus to hp (400 gp) = 22,925 numen.

  • Heavy armor: As above, but +15 alchemical bonus to hp (900 gp) = 23,425 numen.

  • Weapons: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp), penetrate DR/silver (3,000 gp), gain Finesse quality (5,000 gp), blessed (1,000 gp) = 10,350 numen.

Only good-aligned characters may work, refine, forge, or imbue celestrum. Non-good characters that hold or wear celestrum gain one negative level. The negative level remains as long as the weapon is in hand or the armor is worn, and it disappears when this condition is no longer the case. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded or the armor worn.

Celestrum is found only on the planes that serve as the home of good-aligned gods. Even there, the material is rare, existing only where the plane has a natural portal to the plane of earth or in areas where the plane itself has been damaged. A vein of celestrum is thin and small, and the material must be removed without being broken or it becomes tainted by the tools used to retrieve it. It must also be constantly surrounded by holy scripts and song, in order that its removal from the plane that made it does not taint it (tainted celestrum is much less valuable, and acts as mithral). Doing this requires a DC 30 Profession (mining) check and a DC 35 Knowledge (the planes) check. Once celestrum has been safely removed, it can be forged and moved without risk of taint.

Force: Armor and weapons can be fabricated from pure magical force (use Spellcraft rather than Craft). Although almost indestructible by normal means, if dispelled (or brought into an antimagic field) they vanish completely for 1d4 rounds (or until removed from the field), during which time they provide no benefits. Use these guidelines for more fanciful examples as well, such as armor made of moonbeams.

  • Armor: 1,000 gp x (AC bonus squared). Although the armor provides an armor bonus, treat the cost as a magical enhancement bonus, so that you cannot stack an enhancement bonus to AC on top of the armor bonus it provides. Force armor has hardness 2 x the armor bonus, hp 5 x the armor bonus, no encumbrance or weight, no max AC, no skill check penalty, and no arcane spell failure chance. It gains the ghost touch property by virtue of being made of force.

  • Weapons: +20 alchemical bonus hardness (20,000 gp), +10 alchemical bonus to hp (400 gp), ghost touch property (7,500 gp) = 27,900 numen. Force weapons deal force damage rather than piercing, slashing, or bludgeoning damage.

Greensteel, Baatorian: Mined from the Nine Hells of Baator, this rare metal is veined with green flecks, and when properly alloyed can be made into weapons of amazing sharpness. Slashing and piercing weapons of Baatorian greensteel penetrate DR as if they were silver and lawfully-aligned, gain the keen enhancement even if not magical, and are also corrupt. Source: Arms and Equipment Guide.

  • Armor: +2 alchemical bonus to hardness (200 gp), and negates critical confirmation function of blessed weapons = 200 numen.

  • Weapons: +2 alchemical bonus to hardness (200 gp), penetrate damage reduction (silver; 3,000 gp), corrupt (1,000 gp), keen (11,250 gp) = 26,250 numen.

  • Horacalcum: The rarest of the known skymetals, this dull, coppery substance warps time around it, making things seem to speed up or slow down. Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable. An entire suit of armor made from this rare metal is fantastically expensive, but since a suit of horacalcum armor simultaneously allows its wearer to react more quickly while perceiving time more slowly, some consider the cost justifiable. Source: Pathfinder #61, Shards of Sin.

    • Light armor: +5 alchemical bonus to hardness (1,250 gp), +2 alchemical bonus to hp (50 gp), +1 insight bonus to initiative checks (5,000 gp) = 6,300 numen.

    • Medium armor: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp), +2 insight bonus to initiative checks (20,000 gp) = 21,350 numen.

    • Heavy armor: +5 alchemical bonus to hardness (1,250 gp), +10 alchemical bonus to hp (400 gp), +3 insight bonus to initiative checks (45,000 gp) = 46,650 numen.

    • Weapons: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp), +1 circumstance bonus to attack rolls (5,000 gp) = 6,350 numen.

    Ice, Blue: Found only in the depths of the most ancient glaciers on Frostfell planes, veins of blue ice are often sought out by glacier dwarves. It appears as dark blue, opaque ice that sparkles in light as if it were coated with a tiny film of gemstones; this is merely a thin layer of frost that forms over its surface when exposed to air. The material is cold and feels identical to regular ice upon casual observation, but blue ice only melts under intense and direct application of heat, similarly to iron. Those who mine this material from the ancient glaciers often do so simply by melting away the surrounding ice; this is a dangerous procedure, though, since it can rapidly destabilize the surrounding ice. As a result, only the most gifted miners attempt to obtain blue ice (+15 to the DC of Profession: Mining checks).

    Blue ice can be forged, shaped, and utilized as if it were iron. When forged into a slashing weapon it keeps its edge much longer and is much sharper than a forged iron weapon. Blue ice armor is much lighter than normal armor, although it can be uncomfortable to wear for creatures not immune or resistant to cold. Only armor normally fashioned of metal can be made from blue ice. If the creature wearing the armor is not resistant or immune to cold, he takes a –2 penalty to Dexterity from the general numbness caused by the armor. An endure elements spell or effect is enough to prevent this effect. Also, if the armor is bound to you (i.e., paid for with available numen), you are immune to this effect from your own armor.

    Blue ice does not automatically have the nonmetallic property (q.v.) unless you purchase that separately, in addition to the costs listed below.

    • Light armor and shields: -2 alchemical penalty to hp (-50 gp), armor check penalties reduced by 2 (400 gp), +1 to max Dex bonus (75 gp), -20% spell failure (24,000 gp x 0.125 for applying to [cold] only = 3,000 gp), -30% weight (1,800 gp) = 5,225 numen.

    • Medium armor: -5 alchemical penalty to hp (-100 gp), armor check penalties reduced by 2 (400 gp), +1 to max Dex bonus (75 gp), -30% spell failure (54,000 gp x 0.125 for applying to [cold] only = 6,750 gp), -30% weight (1,800 gp) = 8,925 numen.

    • Heavy armor: -10 alchemical penalty to hp (-400 gp), armor check penalties reduced by 2 (400 gp), +1 to max Dex bonus (75 gp), -35% spell failure (73,500 gp x 0.125 for applying to [cold] only = 9,188), -30% weight (1,800 gp) = 11,063 numen.

    • Weapons: -2 alchemical penalty to hp (-50 gp); plus frost, keen, and/or icy burst properties (use appropriate weapon property costs; see above).

    Blue ice can also be used to build anything that is normally built of iron (+400 gp/pound). Many dwarven fortresses in the Frostfell make heavy use of blue ice for metal components such as nails, tools, door hinges, utensils, and pretty much anything else they can think of; blue ice goblets and mugs are especially popular for export to warmer climates since they keep their contents chilled. A room lined with sheets of blue ice remains at a constant temperature of about freezing, making for an effective way to create refrigerated chambers for food storage. Items made out of blue ice weigh half as much as normal. Source: Frostburn.

    Styigian Ice: This extraplanar ice comes from Stygia, the fifth layer of Hell. Infused with the soulless evil of that realm, along with the magical waters of the river Styx, stygian ice is black and constantly crawls with a thin layer of pale blue mist. Stygian ice is much colder than normal ice, and it melts slowly in nonfreezing environs. The coldness that this ice exudes is magical in nature, and freezes the mind much more rapidly than flesh.

    • Weapons: As blue ice (q.v.), plus Rattling Strike feat (+6 BAB equivalent only; 12,000 gp). If the weapon is keen or has the burst quality, this effect automatically activates on a confirmed crit. In addition, Stygian ice weapons are corrupt (see Abyssal bloodiron; +1,000 gp) = 13,000 numen.

    Inubrix: This metal’s structure allows it to pass through iron and steel without touching them, seemingly shifting in and out of phase with reality. This quality earned the pale metal the nickname “ghost iron.” Inubrix is the softest of the solid skymetals, being only slightly less malleable than lead. It doesn’t function well for crafting armor as a result, and though inubrix weapons can penetrate most metal armors with relative ease, the weapons tend to break easily. An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). Source: Pathfinder #61, Shards of Sin.

    • Weapons: -5 alchemical penalty to hardness (-1,250 gp), -2 enhancement penalty to attacks (-1,600 gp) and damage (-1,200 gp), brilliant energy (66,000 gp), reversed keen (-11,250 gp), reversed lead blades (-2,000 gp) = 48,700 numen.

    Morghuth-Iron: This is the product of a volcanic mineral unique to the mountains of the Bleak Eternity of Gehenna, where it is occasionally mined. It forges poorly, making items which appear pocked and pitted. It is also extremely toxic; with each successful attack that deals at least 1 point of damage, slashing and piercing weapons made from Gehennan morghuth-iron deliver a dose of poison (injury DC 12 +1 per point of the weapon’s permanent enhancement bonus, if any; damage 1d2 Dex/round for 5 rounds; cure 1 save). Source: Arms and Equipment Guide.

    • Weapons: -1 penalty to attacks (-400 gp), -1 penalty to damage (-200 gp), corrupt (1,000 gp), poison (90 gp sewer centipede venom x 50 material component cost multiplier = 4,500 gp) = 4,900 numen.

    Noqual: Noqualis a metal that looks almost like pale green crystal to the untrained eye, but can be worked as iron despite its appearance. Noqual is light—half as heavy as iron, yet just as strong. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). Source: Pathfinder #61, Shards of Sin.

    • Armor: +2 to max Dex bonus (300 gp), armor check penalties reduced by 3 (900 gp), +20% spell failure chance (-24,000 gp x 0.5 conditional penalty = -12,000 gp), -50% weight (5,000 gp), +4 resistance against spells and spell-like abilities (16,000 x 0.5 conditional = 8,000) = 2,200 numen.

    • Weapons: Bane property against constructs and undead (14,000 numen).

    Obdurium: An incredibly rare and hard metal, pale violet in color, that represents the pinnacle of nonmagical strength. Even dwarven metallurgists speak of obdurium as more legend than fact. Source: Stronghold Builder's Guidebook; this material is also referenced in Expedition to the Ruins of Greyhawk.

    • Light armor and shields: +20 alchemical bonus to hardness (20,000 gp), +20 alchemical bonus to hp (1,600 gp) = 20,400 numen.

    • Medium armor: +20 to hardness (20,000 gp), +30 alchemical bonus to hp (3,600 gp) = 23,600 numen.

    • Heavy armor: +20 to hardness (20,000 gp), +40 alchemical bonus to hp (6,400 gp) = 26,400 numen.

    • Weapons: +20 to hardness (20,000 gp), +10 alchemical bonus to hp (400 gp), penetrate damage reduction (adamantine; 3,000 gp) = 23,400 numen.

    Oerthblood: A residue of the creation of the World of Greyhawk, this substance must be alloyed with metal (generally steel) in order to be useful in armor and weapons. Oerthblood items are red, with shimmering black flecks on the surface. Source: Dragon magazine, issue 351.

    • Light armor and shields: +5 alchemical bonus to hardness (1,250 gp), +10 alchemical bonus to hp (400 gp), DR 1/— (500 gp), +1 luck bonus to saves against spells and spell-like abilities (2,500 gp) = 4,650 numen.

    • Medium armor: +5 to hardness (1,250 gp), +15 alchemical bonus to hp (900 gp), DR 2/— (2,000 gp), +2 luck bonus to saves against spells and spell-like abilities (10,000 gp) = 14,150 numen.

    • Heavy armor: +5 to hardness (1,250 gp), +20 alchemical bonus to hp (1,600 gp), DR 3/— (4,500 gp), +3 luck bonus to saves against spells and spell-like abilities (22,500 gp) = 29,850 numen.

    • Weapons: +5 to hardness (1,250 gp), +10 alchemical bonus to hp (400 gp), +1 luck bonus to attacks and damage (5,000 gp), Susceptible Strike feat (10,000 gp) = 16,650 numen.

    It is rumored that Oerthblood can be allowed with cold iron, mithral, or other exotic materials, in order to gain a composite with all the properties of both.

    Pearlsteel: Forged by triton metallurgists who work at volcanic vents deep in the ocean or on the Elemental Plane of Water, pearlsteel is a gleaming, shining metal with a blue-white sheen, like that of mother-of-pearl. Created from rare silvery pearls found only in the ocean depths, this metal is prized by all undersea races. It is very light, especially in water. Source: Stormwrack.

    • Armor and shields: Check penalties reduced by 1 (100 gp) and no penalty to Swim checks (250 gp, as a least augment crystal of aquatic action from the Magic Item Compendium), -20% weight (800 gp) = 1,150 numen.

    • Weapons: Gain the aquatic weapon quality from Stormwrack (+1 enhancement cost = 2,000 gp).

    Proteum: Githzerai smiths in the ever-changing Maelstrom of Limbo have found a way to alloy native metal with some of the shifting chaos-stuff of their native plane. The resulting metal is heavier than iron but can be used to make effective weapons and armor; however, it can only be forged on chaotically-aligned planes.

    Note: this is the “entropium” material from the Arms and Equipment Guide, renamed to maintain continuity with the chaotic “proteans” in the Pathfinder rules, and because the name entropium refers to a real-life medical condition (the inversion of the lower eyelid). Note that Jack Vance’s Trullion features nearly indestructible knives “forged from proteum.” Unfortunately, in chemistry, “protium” refers to hydrogen-1.

    A suit of proteum armor actually shifts as its wearer moves, allowing incredible flexibility at the cost of increased weight. In addition to the properties below, the armor check penalty of the armor increases by 2 for Strength-related skills and decreases by 2 for Dexterity-related skills. Proteum can be used only for armors made primarily of metal.

    • Light armor and shields: +5 alchemical bonus to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp), +2 to maximum Dex bonus (300 gp), -10% arcane spell failure (6,000 gp), +20% to weight (-800 gp) = 6,850 numen.

    • Medium armor: +5 to hardness (1,250 gp), +10 alchemical bonus to hp (400 gp), +2 to maximum Dex bonus (300 gp), -10% arcane spell failure (6,000 gp), +20% to weight (-800 gp) = 7,150 numen.

    • Heavy armor: +5 to hardness (1,250 gp), +15 alchemical bonus to hp (900 gp), +2 to maximum Dex bonus (300 gp), -10% arcane spell failure (6,000 gp), +20% to weight (-800 gp) = 7,650 numen.

    • Weapons: +5 to hardness (1,250 gp), +5 alchemical bonus to hp (100 gp), entropic (similar to blessed, but chaotic; 1,000 gp) = 2,350 numen.

    Siccatite: This shining silver metal is either incredibly hot or freezing cold when found. As of yet, scholars have not determined whether siccatite is actually two similarly hued metals or a single type that determines its own temperature via some unknown process. Physical contact with siccatite deals 1 point of energy damage each round (either fire or cold, as appropriate). Hot siccatite can eventually ignite objects, and cold siccatite in water quickly surrounds itself with a 1-foot-thick shell of ice.

    • Armor: Energy resistance 5 (5,000 gp); also, those touching or grappled take 1d6 cold or fire damage (as 1st level corrosive grasp x CL 1st x 500 gp x 4 for duration 1 round/level = 2,000 gp) = 7,000 numen.

    • Weapons: Flaming or frost (4,000), plus heat metal or chill metal when drawn (you are immune to this effect if the weapon is bonded to you with personal numen).

    Silver, Pandemonic: Mined from thin veins of ore on the plane of Pandemonium, Pandemonic silver has all the properties of alchemical silver (q.v.). In addition, a thin, unearthly scream issues forth from a bladed weapon made of Pandemonic silver whenever it is unsheathed in at least a light breeze. This scream is a sonic, mind-affecting compulsion that is a fear effect. Other than the wielder, those within 30 feet who hear the scream must succeed on a Will save or cower for 1d4 rounds. The DC of the Will save depends on the strength of the wind, as indicated on the table below. Source: Complete Warrior.

    Wind Force Save DC
    Light (0–10 mph) 10
    Moderate (11–20 mph) 13
    Strong (21–30 mph) 16
    Severe (31–50 mph) 19
    Windstorm (51–74 mph) 22
    Hurricane (75–174 mph) 25
    Tornado (175–300 mph) 28
    • Weapons: -2 alchemical penalty to hardness (-200 gp), -5 alchemical penalty to hp (-100 gp), -1 damage (-200 gp), penetrate damage reduction (silver; 3,000 gp), entropic (as blessed, but chaotic; 1,000 gp), fear effect: [3rd level warcry spell (Book of Exalted Deeds) + Shape Spell (emanation; +1 level) + Lingering Spell (+1 level) + Extend Spell (+1 level)] = 6 x CL 11th x 500 gp = 33,000 gp, for a total cost of 36,500 numen.