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  Weapons
  Simple Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Unarmed Attacks
  Brass knuckles 
  1 gp 
  1d2 
  1d3 
  ×2 
  — 
  1 lb.  
  B 
  see text
  Light Melee Weapons
  Cestus 
  5 gp 
  1d3 
  1d4 
  19–20/×2 
  — 
  1 lb. 
  B 
  monk
  Hanbo 
  1 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  B 
  monk, trip
  Wooden stake 
  — 
  1d3 
  1d4 
  ×2 
  10 ft. 
  1 lb. 
  P
  One–Handed Melee Weapons
  Mere club 
  2 gp 
  1d3 
  1d4 
  ×2 
  — 
  2 lbs. 
  B or P
  Two–Handed Melee Weapons
  Bayonet 
  5 gp 
  1d4 
  1d6 
  ×2 
  — 
  1 lb. 
  P
  Ranged Melee Weapons
  Bullets, groaning (10) 
  2 gp 
  — 
  — 
  — 
  — 
  5 lbs. 
  B 
  see text
  Stingchuck 
  — 
  1d3 
  1d4 
  ×2 
  10 ft. 
  9 lbs. 
  B 
  see text
  Martial Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Light Melee Weapons
  Blade boot 
  25 gp 
  1d3 
  1d4 
  ×2 
  — 
  2 lbs.  
  P 
  see text
  Dogslicer3 
  8 gp 
  1d4 
  1d6 
  19–20/×2 
  — 
  1 lb. 
  S
  Switchblade knife 
  5 gp 
  1d3 
  1d4 
  19–20/×2 
  10 ft. 
  1 lb. 
  P
  War razor3 
  8 gp 
  1d3 
  1d4 
  19–20/×2 
  — 
  1 lb. 
  S
  One–Handed Melee Weapons
  Combat scabbard, sharpened 
  10 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  1 lb. 
  S 
  see text
  Klar3 
  12 gp 
  1d4 
  1d6 
  ×2 
  — 
  6 lbs. 
  S
  Scizore 
  20 gp 
  1d8 
  1d10 
  ×2 
  — 
  3 lbs. 
  P
  Terbutje 
  5 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  2 lbs. 
  S
  Terbutje, steel 
  20 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  4 lbs. 
  S
  Two–Handed Melee Weapons
  Bardiche 
  13 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  14 lbs. 
  S 
  brace, reach, see text
  Bec de corbin 
  15 gp 
  1d8 
  1d10 
  ×3 
  — 
  12 lbs. 
  B or P 
  brace, reach, see text
  Bill 
  11 gp 
  1d6 
  1d8 
  v3 
  — 
  11 lbs. 
  S 
  brace, disarm, reach, see text
  Earth breaker3 
  40 gp 
  1d10 
  2d6 
  ×3 
  — 
  14 lbs. 
  B
  Glaive-guisarme 
  12 gp 
  1d8 
  1d10 
  ×3 
  — 
  10 lbs. 
  S 
  brace, reach, see text
  Lucerne hammer 
  15 gp 
  1d10 
  1d12 
  ×2 
  — 
  12 lbs. 
  B or P 
  brace, reach, see text
  Ogre hook3 
  24 gp 
  1d8 
  1d10 
  ×3 
  — 
  10 lbs. 
  P 
  trip
  Syringe spear 
  100 gp 
  1d6 
  1d8 
  ×3 
  20 ft. 
  6 lbs. 
  P 
  brace, see text 
  Ranged Weapons
  Arrows, whistling (20) 
  2 gp 
  — 
  — 
  — 
  — 
  3 lbs. 
  P 
  see text 
  Chakram 
  1 gp 
  1d6 
  1d8 
  ×2 
  30 ft. 
  1 lb. 
  S
  Hunga munga 
  4 gp 
  1d4 
  1d6 
  ×2 
  15 ft. 
  3 lbs. 
  P
  Pilum  
  5 gp 
  1d6 
  1d8 
  ×2 
  20 ft. 
  4 lbs. 
  P 
  see text
  Table continued on inside back cover
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  Adventurer’s
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  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Corporate Accountant • Dave Erickson
  Director of Sales • Pierce Watters
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Events Manager • Joshua J. Frost
  Special Thanks
  The Paizo Customer Service, Website,  
  and Warehouse Teams
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
  are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, 
  artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public  
  domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open 
  Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Pathfinder Companion: Adventurer’s Armory is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards 
  of the Coast, Inc.
  Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying 
  Game, Pathfinder Society,Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2010 
  Paizo Publishing, LLC.
  Printed in China.
  Table of Contents
  Weapons, Armor, and  
  2
  Adventuring Gear 
  Combat 
  22
  Faith 
  24
  Magic 
  26
  Persona 
  28
  Social 
  30
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Authors • Jonathan Keith, Hal Maclean, Jeff Quick, 
  Christopher Self, JD Wiker, Keri Wiker
  Cover Artist • Pavel Guzenko
  Interior Artists • Vincent Dutrait, Christophe Swal,  
  and Kieran Yanner
  Editor-In-Chief • James Jacobs
  Managing Editor • F. Wesley Schneider
  Editing and Development • Judy Bauer, Christopher Carey,
  Rob McCreary, Sean K Reynolds, and James L. Sutter
  Editorial Assistance • Jason Bulmahn 
  Art Director • Sarah E. Robinson
  Production Specialist • Crystal Frasier
  This Pathfinder Companion book works best with the Pathfinder Roleplaying Game Core Rulebook and the 
  Pathfinder Bestiary. Although it is suitable for play in any fantasy world, it is optimized  
  for the Pathfinder Chronicles campaign setting.
  COMPANION
  ™ 
  ® 
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  Aklys: The aklys is a hooked throwing club with a 20-
  foot cord; you can retrieve the aklys after throwing 
  it as a move action. The hook allows you to make 
  trip attacks at range. Some aklys have holes drilled 
  in them and whistle when thrown, making them 
  ideal for throwing down long, dark tunnels.
  Arrows, Whistling: These arrows come with 
  specially designed grooves and fletching 
  that cause them to emit a loud 
  keening sound audible within 
  500 feet of their flight path.
  Bardiche: The crescent axe-
  blade of this polearm is attached 
  to the haft at two points: the center of the blade attaches 
  to a socket at the top of the haft, and the lower point of 
  the blade attaches to a secondary mount point. The blade 
  is often very long, sometimes almost as long as the haft. 
  You gain a +2 bonus to your CMD to resist sunder attempts 
  against a bardiche.
  Battle Poi: This pair of arm-length chains has handles 
  at one end and heavy fuel-soaked torch heads at the other. 
  The weight of the poi is insufficient to deal physical 
  damage, but the burning fuel deals fire damage. If you 
  are proficient in battle poi, you are treated as if you have 
  the Two-Weapon Fighting feat for the purposes of making 
  poi attacks. Poi can be extinguished by spending a full 
  round action smothering them in sand or submerging 
  them in water.
  Bayonet: Bayonets are specially designed knives 
  that fit into the grooves or muzzles of crossbows 
  and firearms. They allow you to make melee 
  attacks with these weapons but render 
  them temporarily useless as ranged 
  weapons. Attaching or removing a 
  bayonet is a move action.
  Bec de Corbin: 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. You primarily attack with the spike. You gain 
  a +2 bonus to your CMB to sunder medium or heavy armor 
  with a bec de corbin.
  Bill: The blade of this polearm is a curved or 
  hooked chopping blade with a spiked projection 
  on the back of the blade. The spike is commonly 
  used to block and parry. When fighting defensively or 
  with full defense, this weapon gives you a +1 shield bonus to 
  AC. A mounted opponent hit by a bill takes a –1 penalty on 
  his Ride checks to stay mounted.
  Blade Boot: Blade boots come with a spring-mounted 
  knife that pops out when triggered with the right 
  combination of toe presses. You can use a blade boot as 
  an off-hand weapon. Releasing the knife is a swift action; 
  rearming it is a full-round action. When the blade 
  is extended, you treat normal terrain as difficult 
  and difficult terrain as impassable.
  Boomerang: The boomerang is primarily 
  a hunting tool for the Mwangi people, but it is 
  not uncommon for them to carry these versatile 
  weapons into battle. A boomerang is made of wood 
  and is flat, with a long haft, a pronounced forward 
  curve, and a sharp backward bend at the head. A 
  thrown boomerang does not fly in a returning path; 
  returning boomerangs are solely recreational.
  Brass Knuckles: These weapons are designed to 
  fit comfortably around the knuckles, narrowing the 
  contact area and therefore magnifying the amount of 
  force delivered by a punch. They allow you to deal lethal 
  damage with unarmed attacks. You may hold, but not 
  wield, a weapon or other object in a hand wearing brass 
  T
  his list of weapons supplements the list in the Pathfinder RPG Core 
  Rulebook. If a weapon’s description  says it is “treated as” another 
  weapon, a character lacking the appropriate exotic weapon 
  proficiency, can still use  it as if it were the other kind of weapon and feats 
  such as Weapon Focus still apply, as do abilities requiring a certain weapon. 
  For example, the butterfly knife allows a proficient user to open or close it as a 
  free action and is otherwise treated as a dagger, meaning she can wield it 
  as a dagger, gain the benefit of Weapon Focus (dagger) when wielding it, use it 
  as the target of a spell that only affects daggers, and so on.
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  knuckles. You may cast a spell with a somatic component 
  while wearing brass knuckles if you make a concentration 
  check (DC 10 + the level of the spell you’re casting). Monks 
  are proficient with brass knuckles.
  Bullets, 
  Groaning: 
  These 
  sling 
  bullets 
  are 
  honeycombed with overlapping perforations that cause 
  them to emit an eerie moan audible within 500 feet of 
  their flight path.
  Butterfly Knife: A butterfly knife has a blade concealed 
  between two halves of the handle that can be brought to 
  bear quickly. If you are proficient with the butterfly knife 
  (or have the Quick Draw feat) and are holding it in your 
  hand, you may open it as a free action; a nonproficient user 
  must spend a move action to open it. Otherwise, treat this 
  weapon as a dagger.
  Cestus: The cestus is a glove of leather or thick cloth 
  that covers the wielder from mid-finger to mid-forearm. 
  It is reinforced with metal plates over the fingers and 
  often lined with wicked spikes and fangs along the backs 
  of the hands and wrists. While wearing a cestus, you are 
  considered armed and your unarmed attacks deal normal 
  damage rather than nonlethal damage. If you are proficient 
  with a cestus, your unarmed strikes may deal bludgeoning 
  or piercing damage. When using a cestus, your fingers 
  are mostly exposed, allowing you to wield or carry items 
  in that hand, but the constriction of the weapon at your 
  knuckles gives you a –2 penalty on all precision-based 
  tasks involving that hand (such as opening locks).
  Chain Spear: This vicious weapon often finds its way 
  into gladiatorial events due to its versatility. The body of 
  the weapon is a standard short spear, primarily used for 
  thrusting. The butt of the spear is fitted with a length of 
  chain, often spiked, with a hook at the end. The hook and 
  chain may be used to make trip attacks. If your trip attack 
  fails by 10 or more, you may drop a chain spear to avoid 
  being knocked prone.
  Chakram: The chakram is a simple, elegant, and highly 
  portable thrown weapon. It is a flat, open-centered 
  metal discus with a sharpened edge. You can wield the 
  chakram as a melee weapon, but it is not designed for 
  such use; you take a –1 penalty on your attack roll with 
  the weapon and must 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.
  Combat Scabbard, Sharpened: 
  This combat scabbard has a 
  sharp blade on the outer edge, 
  allowing you to use it as a weapon.
  Dwarven Maulaxe: This versatile weapon looks like 
  a heavy-headed axe, but a proficient wielder can use the 
  blunt back of the head to deal bludgeoning damage.
  Flambard: This two-handed sword has a wavy blade 
  that is especially useful for cutting through wooden 
  weapons. If you are proficient with this weapon, you gain 
  a +4 bonus on any sunder attempts made against weapons 
  with a wooden haft; otherwise you may use this sword as 
  a bastard sword.
  Garrote: A garrote is a length of wire or thin rope 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. 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. Sneak 
  attack damage does not apply to a garrote. Your garroted 
  opponent must make a concentration check (DC 20 + your 
  CMB + level of the spell he’s casting) to cast a spell with a 
  verbal component, use a command word item, or use any 
  magic requiring speech. You gain the following additional 
  option when grappling with a garrote.
   Choke: You cut off your target’s air supply so he has to 
  hold his breath (see Suffocation on page 445 of the Pathfinder 
  RPG Core Rulebook, and the Swim skill on page 108). Any 
  round you do not maintain the choke, your opponent can 
  take a breath and restart when he has to begin making 
  Constitution checks.
  Glaive-Guisarme: This weapon combines the 
  blade of the glaive with a wicked hook. A mounted 
  opponent hit by a glaive-guisarme takes a –2 
  penalty on his Ride checks to stay mounted.
  Hanbo: The hanbo is a staff less than a yard 
  long, often carved to look like a walking stick.
  Hunga Munga: This three-bladed dagger 
  is intended for throwing but can be used as a 
  melee weapon.
  Lasso: This length of rope with a simple open 
  knot on one end allows you to entangle a foe like 
  you would using a net. The concentration DC to 
  Weapon Equivalencies
  There are many new weapons presented in this section, and 
  it could have included many, many more. However, rather 
  than include multiple weapons with the exact game stats as 
  a weapon that’s already in the rulebook, this book’s weapons 
  have unique stats and play a specific role that isn’t already 
  covered by a weapon in the Pathfinder RPG Core Rulebook. 
  Players shouldn’t let this hamper their creativity—if they want 
  to call their characters’ greatswords zweihänders or claymores, 
  they should go right ahead!
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  cast a spell while entangled with a lasso is 10 + the spell level 
  being cast. An entangled creature can slip free with a DC 15 
  Escape Artist check as a full-round action. The lasso has 2 
  hit points and AC 10. It requires a DC 23 Strength check 
  to break it. On a successful hit, the lasso tightens; to use it 
  again you must spend a standard action sliding the knot 
  to enlarge the loop.
  Launching Crossbow: This stubby-looking crossbow 
  has a cup-like attachment rather than a groove for a 
  bolt. It is designed to launch splash weapons. Loading 
  a launching crossbow is a full-round action.
  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. You gain a +2 
  bonus to your CMB to sunder medium or heavy 
  armor with a lucerne hammer.
  Madu: The madu is a round, light shield with four 
  spikes extending from the sides. If you are proficient 
  with the madu, you may wield it and fight defensively 
  with a –2 penalty instead of the normal–4 penalty for 
  fighting defensively, and your attack penalty for 
  using Combat Expertise improves by +1 (minimum 
  –1 penalty). You cannot hold anything else in the 
  hand that bears a madu. If you are not proficient in 
  madu, treat it as a light spiked shield.
  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 (such 
  as Small or Medium) and doesn’t work on creatures of 
  the wrong size. Make a touch attack to hit an opponent 
  and a combat maneuver check to grapple him (without 
  the –4 penalty for not having two hands free); success 
  means you and the target are grappled, but you do not 
  move into the same space. 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.
  Mere Club: Traditionally made of carved stone, 
  the mere (MEH-reh) is a short, flat-sided, sharp-
  pointed club.
  Meteor Hammer: This weapon is one or two 
  spherical weights attached by a 10-foot chain. You 
  whirl the weights and wrap them around an opponent’s 
  body. If you succeed at a trip attempt with a meteor 
  hammer, you can drag your opponent 5 feet closer 
  rather than knocking her prone. You may use this 
  weapon in two different ways: in meteor mode you 
  use it as a double weapon, and in fortress mode you 
  cannot use it as a double weapon but gain a +1 shield 
  bonus to AC. Switching between these two modes is a 
  free action decided at the start of your turn.
  Pilum: This tip of this heavy javelin is designed to 
  break off and imbed itself into a shield once it reaches its 
  target. Like ammunition, a thrown pilum that hits its 
  target is destroyed. If you hit an shield-using opponent 
  with a pilum, he loses the AC bonus from that shield 
  until he takes a standard action to pry out the remnants 
  of the pilum.
  Rhoka: This sword is used almost exclusively 
  by the urdefhan, life-hating quasi-daemonic 
  creatures native to the Darklands. The sword is the 
  size of a longsword but consists of two serrated blades 
  placed side by side, each ending in a cruel hook.
  Rope Gauntlet: By wrapping your hands and forearms 
  in thin but tough hemp ropes and then soaking the 
  makeshift gloves in water for weight and 
  expansion, you can transform your fists into rock-
  hard weapons easily capable of killing in a fistfight. 
  Each rope gauntlet takes a full minute to wrap and 
  another minute to soak, but once applied can be worn 
  for a day; removing a rope gauntlet takes 1 full round. 
  When wearing rope gauntlets, you are considered armed 
  and your unarmed attacks deal normal damage rather 
  than nonlethal damage. If you are proficient with rope 
  gauntlets, you may use the rough edges of the ropes to deal 
  slashing damage rather than bludgeoning damage. 
  Your fingers are mostly exposed, allowing you 
  to wield or carry items in your hands while 
  wearing rope gauntlets, but the constriction 
  of the weapon at your knuckles gives you a –2 
  penalty on all precision based tasks involving 
  your hands (such opening locks).
  Scizore: Also known as a Taldan scissor, the 
  scizore is a hardened tube that fits your forearm, 
  ending with a semicircular blade at the end. The 
  scizore gives a +1 shield bonus to AC, but if you attack 
  with the blade, you lose the AC bonus that round and 
  take a –1 penalty on attack rolls with the scizore. While 
  wearing a scizore, you cannot use that hand for anything 
  else. Donning the scizore is a full-round action.
  Scorpion Whip: This whip has a series of razor-
  sharp blades and fangs inset along its tip. It deals 
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  lethal damage, even to creatures with armor bonuses. If you 
  are proficient with whips, you can use a scorpion whip.
  Shotel: The shotel is a downward-curving sword 
  designed to reach over or around an opponent’s shield. 
  You gain a +1 bonus on attack rolls with a shotel against 
  opponents using bucklers, light shields, or heavy shields.
  Sica: This blade is a smaller, lighter version of the shotel. 
  You gain a +1 bonus on attack rolls with a sica against 
  opponents using bucklers, light shields, or heavy shields.
  Sling Glove: This curved, scooped-shaped, 2-foot-long 
  wicker basket attaches to your wrist, allowing you to throw 
  fist-sized stones at great speed merely by whipping your 
  arm forward. Loading a sling glove is a free action that does 
  not provoke an attack of opportunity so long as you have 
  a free hand. You take –4 penalty when throwing a stone 
  at an adjacent target and cannot use the weapon to attack 
  creatures in your space.
  Stingchuck: A stingchuck is a foul bag made of a 
  humanoid’s head with the brain removed and the skull 
  heavily scored so that it bursts open when thrown. Normally 
  filled with biting vermin, it acts as a splash weapon. When 
  it hits, the vermin bite and sting the target, dealing 1d6 
  points of damage and forcing a DC 11 Fortitude 
  save to avoid being nauseated for 1d3 rounds. 
  Each round a creature remains nauseated by a 
  stingchuck, it takes 1 additional point of damage 
  from the biting vermin. All creatures within the 
  splash effect take 1 point of damage from the 
  vermin but do not risk being nauseated.
  Switchblade Knife: This knife has a spring-
  loaded blade hidden inside the handle. It can 
  be designed to look like another type of object 
  (a DC 15 Perception check reveals the deception). 
  If held in your hand, you can activate it as a free 
  action. This weapon is treated as a dagger.
  Swordbreaker Dagger: You can use this dagger to 
  disarm or sunder enemy blades by catching them 
  in the grooves on the back of the blade and 
  using your weapon as a lever. If you are 
  proficient with this weapon, add +4 on your 
  disarm or sunder attempts against bladed weapons.
  Syringe Spear: The blade of this weapon contains a 
  thin tube or bore that connects to a hollow container just 
  beneath the crosspiece. A successful hit with the spear 
  injects the liquid contents of the container (typically 
  poison) into the target. Refilling a syringe spear takes 1 
  minute.
  Terbutje: This length of tempered wood has bits of 
  shark teeth, obsidian, glass, or similar materials studded 
  all along its length. It is fragile, and sometimes shatters 
  on armor or enemy weapons. If you roll a 1 when attacking 
  with a terbutje, the weapon automatically gains the broken 
  quality. Rolling a 1 with a broken terbutje destroys it.
  Terbutje, Steel: This is a forged weapon built to look 
  much like a common terbutje. It lacks the fragility of its 
  non-metallic counterpart.
  Throwing Shield: This shield is designed for throwing 
  and comes with specially designed straps allowing you to 
  unclasp and throw it as a free action. Tower shields cannot 
  be throwing shields. Neither a shield’s enhancement 
  bonus to AC nor its shield spikes apply to your attack or 
  damage rolls.
  Wooden Stake: This is a sharpened piece of wood. Iron 
  spikes used as weapons deal damage as wooden stakes.
  armor and shields
  This listing supplements the armors in the Pathfinder RPG 
  Core Rulebook.
  Madu: See the entry under the Weapons category.
  Parade Armor: Most wealthy countries with standing 
  armies have a different uniform for use in showy non-
  combat situations such as parades, coronation ceremonies, 
  and so on. The appearance of this armor varies by the 
  country of origin and the branch of the military, but still 
  provides some protection in case the soldier needs to fight 
  while in parade dress (for example, the parade armor of the 
  Eagle Knights of Andoran is a blue coat reinforced with 
  light chain, white breeches, and thick blue leather boots). 
  If you’re wearing a country’s parade armor, you gain a +2 
  circumstance bonus to Diplomacy and Intimidate checks 
  to influence a person from that country.
  Goods and services
  The equipment in this section supplements the listings in 
  the Pathfinder RPG Core Rulebook.
  adventurinG Gear
  Many heroes count on items like these to 
  survive and prosper.
  Area Map: A geographically relevant map 
  grants a user a +1 circumstance bonus on Survival checks 
  made to navigate in the wilderness. It also can be used 
  to grant the same bonus on Knowledge (dungeoneering) 
  checks made to navigate underground.
  Astrolabe: This device consists of a flat disc upon 
  which two other discs are mounted. The mounted 
  discs can rotate on a central axis, allowing them to 
  spin and move as days pass. The bottom disc represents 
  the latitude of the user; an astrolabe is useless if the user is 
  outside the preset latitude. The upper disc represents the 
  sky, and is filled with astronomical features. Anyone can 
  be shown how to use an astrolabe at night to determine 
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  combat options for using a scabbard. For the purpose of 
  fighter weapon groups, a scabbard for a heavy blade is 
  considered a hammer, and a scabbard for a light blade is 
  considered a close weapon.
  Copy of a Key: A craftsman can make a working 
  copy of a key in an hour (making a duplicate that 
  looks exactly like the original requires a skilled 
  smith, a DC 25 Craft check, and one day).
  Earplugs: Made of waxed cotton or cork, 
  earplugs give you a +2 circumstance bonus 
  on saves against effects that require hearing 
  but also cause a –5 penalty on hearing-
  based Perception checks.
  False-Bottomed 
  Chest: 
  The 
  secret compartment in this chest is 
  approximately 1 inch thick. Different 
  styles open from the inside, from the 
  underside, or through the back. Detecting 
  the compartment is a DC 20 Perception 
  check.
  False-Bottomed Cup: The tiny compartment 
  in the thick bottom of this cup is an excellent place to 
  store a small item or substance. The most insidious are 
  designed with a weighted catch that opens when the cup 
  is tilted back, releasing the hidden substance hidden into 
  the contents of the cup. Spotting the secret compartment 
  in an empty cup is a DC 15 Perception check.
  False-Bottomed Scabbard: The space at the bottom of 
  this sword scabbard is just large enough to hold a potion 
  flask. Some are accessed from the outside; others open on 
  the inside with a secret catch at the top end. Finding the 
  secret compartment requires a DC 25 Perception check, or 
  DC 20 if you can compare the sword’s length to that 
  of the scabbard.
  False Manacles: These manacles are nearly 
  indistinguishable from standard manacles 
  upon inspection (Perception DC 25). A wearer who 
  knows the location of the secret catch can open 
  them as a standard action; otherwise they act 
  like masterwork manacles. Some appear to be 
  of common quality, though false manacles are 
  always masterwork.
  Folding Chair: This simple folding chair has a wooden 
  frame and canvas seat and back. It folds up easily and fits 
  in a handy carrying bag. The chair can support up to 250 
  pounds with ease.
  Folding Ladder: The hook, pole, and rungs of this 
  10-foot ladder are hinged, allowing you to fold it into a 
  3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it 
  is a standard action.
  the date and time (which takes 1 minute). When 
  using an astrolabe, you can make a Survival check 
  using your Intelligence modifier instead of your 
  Wisdom modifier to avoid becoming lost.
  Blanket: This warm, woven blanket has straps 
  so it can be rolled up and tied.
  Backpack, Masterwork: This backpack has 
  numerous pockets for storing various items 
  that might be needed while adventuring. 
  Hooks are included for attaching items 
  such as canteens, pouches, other small 
  bags, or even a rolled-up blanket. It has 
  padded bands that strap across the chest 
  and the waist to distribute its weight 
  more evenly. Like a common backpack, 
  it can hold about 2 cubic feet of materials 
  in its main container. When wearing 
  a masterwork backpack, treat your 
  Strength score as +1 higher than normal 
  when calculating your carrying capacity.
  Block and Tackle: A simple block-and-tackle pulley, 
  when properly secured, adds a +5 circumstance bonus on 
  Strength checks to lift heavy objects. Securing the pulley 
  requires 1 minute. 
  Breakaway Chains: These masterwork chains are 
  easy to break, even though they look like normal chains 
  (Perception DC 25 to notice the difference). A DC 10 
  Strength check breaks them instantly.
  Chest: The common wooden chest comes in several 
  sizes, including small (2 cubic feet, 1 hit point, break DC 
  17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic 
  feet, 30 hit points, break DC 29), and huge (8 cubic 
  feet, 50 hit points, break DC 35). Most include a 
  simple inset lock.
  Collapsible Plank: Hinged in two places, 
  collapsible planks can hold 250 pounds before 
  breaking. The 10-foot-long plank folds 
  down into a 3-foot-by-1-foot-by-6-
  inch bundle. Folding or unfolding 
  it is a standard action.
  Coffin: A plain coffin is made 
  of simple wood and has a loose, 
  flat lid that can be nailed onto 
  it. An ornate coffin is favored by aristocratic families for 
  displaying their dead, and include upholstered cloth liners 
  and a hinged lid.
  Combat Scabbard: This scabbard is designed to allow 
  you to remove it from your belt as a swift action when 
  drawing the weapon it contains. Taking the Equipment 
  Trick feat (see page 22) for a scabbard gives you additional 
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  Grappling Arrow: This small grappling hook is designed 
  to be tied to a silk rope and fired from a bow. When fired, 
  it has a range increment of 30 feet. An equivalent item 
  exists for crossbows.
  Hammock: Climbing into or out of a hammock is 
  a full-round action. A successful DC 5 Dexterity check 
  reduces this to a move action.
  Harrow Deck: This is a traditional fortune-
  telling deck of cards used by Varisian soothsayers 
  and seers. Some Harrow decks are elaborately 
  illustrated, but most are parchment or paper 
  cards with hand-painted images. Harrow decks 
  are often handed down through generations and treated 
  with utmost care by their users as a result.
  Helmet Candle: These devices consist of a helmet with a 
  short, thin spike on top upon which a candle is stuck, 
  freeing your hands for other tasks.
  Hollowed Pommel: Depending on the 
  weapon, a hollow pommel may hold 
  something as large as a flask or as small 
  as a rolled piece of paper. Detecting a hollow 
  pommel is a DC Perception check.
  Hourglass: The standard hourglass takes 
  1 hour to empty the sand from the upper 
  chamber; larger and smaller timers exist which 
  mark off time in increments as short as 6 seconds.
  Iron Spike: This foot-long iron spike is used to keep 
  doors open or closed and to secure ropes for climbing. 
  Hearing a spike being hammered in requires a DC 5 
  Perception check.
  Iron Vial: This metal potion bottle has hardness 5, 3 hit 
  points, and break DC 14.
  Lantern, Waterproof: Meant to shelter its flame from 
  both water and wind, this lantern treats severe winds as 
  strong winds, windstorms as severe winds, and hurricanes 
  as windstorms for the purpose of determining whether 
  they extinguish its flame. It holds enough air to burn 
  underwater for 5 rounds before going dark.
  Magnet: Handheld magnets are relatively weak and are 
  mainly used to detect or pull iron, mithral, or 
  adamantine at a short range. This hand-sized 
  horseshoe magnet can lift up to a 3-pound 
  iron weight.
  Marbles: Like caltrops, marbles can be 
  used to slow down opponents; a creature 
  entering a square with marbles scattered 
  on it must make a DC 10 Reflex save or fall prone (the 
  creature’s stability bonus to trip applies to this save). Any 
  creature moving at half speed or slower can pick its way 
  through a square of marbles with no trouble.
  Mithral Manacles: These bindings are more 
  difficult to break than standard bindings and are 
  particularly useful against lycanthropes. They have 
  hardness 15, 30 hit points, and a break DC of 30.
  Paper: Ordinary paper typically measures 9 inches 
  by 6 inches and is unsuitable for making magical 
  scrolls. It has hardness 0, 1 hit point, and break DC 5.
  Perfume/Cologne: 
  Perfume 
  or 
  cologne 
  may (at the GM’s discretion) provide a +1 
  circumstance bonus on several Charisma-
  based skill checks.
  Pickle Extractor: A pickle extractor is little 
  more than a spike stuck through the end of a 
  stick, used mainly by goblins to grab things at the bottom 
  of a barrel.
  Pocket Watch: This miniature clock is small 
  enough to carry.
  Poison Pill Ring: This ring has a tiny 
  compartment under the setting, typically 
  used to hold poison. Opening and closing 
  a ring is a move action; doing so unseen 
  requires a DC 20 Sleight of Hand check. 
  Powder: Powdered chalk, flour, and similar 
  materials are popular with adventurers for their 
  utility in pinpointing invisible creatures. Throwing a 
  bag of powder into a square is an attack against AC 5, 
  and momentarily reveals if there is an invisible creature 
  there. A much more effective method is to spread 
  powder on a surface (which takes 1 full round) and look 
  for footprints.
  Prosthetic: People who lose hands, arms, legs, or feet 
  in combat sometimes replace them with prosthetics: 
  realistic simulations of their missing limbs. Usually 
  carved of wood and painted to match the wearer’s skin 
  tone, these items have limited functionality, allowing 
  a legless person to walk at half speed, or enabling an 
  armless person to hold a shield in a fixed position, but 
  little more. Clever individuals have been known to create 
  small compartments in their prosthetics, just large 
  enough to hold very small objects. A prosthetic 
  hand or foot can hold an item with negligible 
  weight, while a prosthetic limb can hold 
  up to 1 or 2 pounds. 
  Pump Water Canister: This 
  metal container holds up to 4 
  gallons of water. As a standard 
  action, you can use the hand 
  pump and hose at the top to spray 
  water up to 10 feet away. Pumping 
  uses 1 gallon of water for every round of 
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  use and can extinguish nonmagical fires in 1 square. A full 
  canister weighs 37 pounds.
  Rice Paper: This variety of paper is made of rice or tree 
  bark. It has hardness 0, 1 hit point, and break DC 2.
  Scroll Case: A leather or wooden scroll case 
  easily holds four scrolls; you can cram 
  more inside but retrieving any of them 
  becomes a full-round action rather than 
  a move action. You must destroy the scroll 
  case to damage its contents (hardness 
  2 for leather or 5 for wood, 2 hit points, 
  break DC 15).
  Sextant: A sextant is used to determine 
  your latitude. Using a sextant with an 
  astrolabe gives you a +1 circumstance 
  bonus on Survival checks made to prevent 
  getting lost.
  Shaving Kit: A shaving kit contains a straight razor, 
  a whetstone, a small mirror, a brush, a cup, and enough 
  shaving powder to last a Medium humanoid 50 shaves.
  Shield Sconce: This metal frame holds a torch and straps 
  to the front of a light, heavy, or tower shield.
  Shovel: This tool lets you dig a pit at a rate of 2 cubic feet 
  per minute.
  Signal Horn: Sounding a horn requires a DC 10 Perform 
  (wind instruments) check and can convey concepts such as 
  “Attack!”, "Help!", "Advance!", "Retreat!", "Fire!", and, “Alarm!” 
  The report of a signal horn can be clearly heard (DC 0) up 
  to a quarter-mile distant. For each quarter mile beyond, 
  Perception checks to hear the horn suffer a –1 penalty.
  Skeleton Key: Many door locks have a similar design and 
  thus can be unlocked by a similar key. A skeleton key may 
  be tried on any standard door lock that uses a key, 
  even if you don’t have the Disable Device skill. You 
  use the key’s Disable Device bonus of +10 rather 
  than your own total; you cannot take 10 when using 
  a skeleton key. The key only gets one roll for any 
  particular lock. If the roll fails, the key is unable 
  to open or close that lock. Inferior skeleton keys may 
  only have a +5 bonus.
  Soap: You can use this thick block of soap to scrub 
  clothes, pots, linens, or anything else that might 
  be dirty. A bar of soap has approximately 50 uses.
  Spear-Thrower: This is little more than a 
  handle with a cup, loop, or spur to hold the butt of a 
  dart, javelin, or shortspear. Using a spear-thrower to 
  throw such a weapon doubles the projectile’s range 
  increment. Setting a weapon into a spear-thrower is a 
  move action; by taking the Rapid Reload (spear-thrower) 
  feat, you reduce this to a free action.
  Stationary: Generally used only by the wealthy, fancy 
  stationary is a finer-quality 9-inch-by-6-inch paper, often 
  embossed or engraved with the owner’s personal seal.
  Stove Can: This little metal container holds a 
  waxy fuel that creates enough heat to cook with 
  but only as much light as a candle. To snuff the 
  flame, close the metal lid on the container; it cools 
  enough that it can be carried in a few minutes. 
  Each lasts 5 hours (enough to cook about 10 
  meals).
  String or Twine: Sold in balls or 
  spools of 50 feet, string and twine are 
  useful for rigging traps and alarms and are a 
  vital component of grappling bolts and arrows. String 
  or twine has hardness 0, 1 hit point, and break DC 14.
  Tattoo: The cost of a tattoo depends on the quality, 
  size, and number of colors used. A coin-sized tattoo in 
  blue ink that will blur over a decade may cost 1 cp, a 
  hand-sized one in black ink that won’t fade costs 1 sp, 
  and a tattoo covering an entire back takes several sessions 
  and costs 10 gp. Each additional color costs as much as a 
  single tattoo of its size.
  Tent: Tents come in a variety of sizes and 
  accommodate between one and 10 people. Pavilion 
  tents are large enough to accommodate a small 
  fire in the center.
  Thurible: When filled with coal 
  and common herbs worth 2 sp, this 
  miniature brazier fills an area 30 
  feet in diameter with light smoke for 
  1 hour. Any creature in the area of 
  this smoke gains a +2 circumstance 
  bonus on Fortitude saves to resist 
  inhaled diseases.
  Wandermeal: 
  This 
  tough, 
  dried 
  cake 
  is 
  a 
  halfling 
  invention made from flour, water, and spices. 
  Wandermeal keeps for months without spoiling, travels 
  well, and fills the belly. However, eating it for over a week 
  without other nutrients requires the eater to make a daily 
  Fortitude saving throw (DC 15 + 1 for each additional day) 
  or be sickened. The effect ends 1 day after more nutritious 
  food is eaten.
  Waterproof Bag: This leather sack sealed with tar or pitch 
  keeps delicate items from being ruined by water. Items 
  kept inside remain relatively dry, making the bag ideal for 
  carrying maps, scrolls, spellbooks, and the like, although 
  the bag is not impervious and can only be completely 
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  immersed for 10 rounds before enough water seeps in to 
  ruin such items.
  Wax Key Blank: This two-sided case contains a soft wax 
  that readily takes and keeps an impression of an object 
  pressed between the two halves, creating an excellent 
  mold of the item. A skilled artisan may then make a copy 
  of the item from the mold (and destroying the mold in the 
  process). Making an impression surreptitiously requires a 
  DC 25 Sleight of Hand check.
  Weapon Cord: Weapon cords are leather straps that 
  attach your weapon to your wrist, typically about 2 feet 
  long. If you drop your weapon or are disarmed, you can 
  recover it as a swift action, and it never moves any further 
  away from you than an adjacent square. However, you 
  cannot switch to a different weapon without first untying 
  the cord (a full-round action) or cutting it (a move 
  action or an attack, hardness 0, 0 hp).
  Whetstone: Honing a blade with a whetstone 
  requires about 15 minutes of work and grants 
  the weapon a +1 bonus on your damage roll 
  the first time you hit with it. This only works on 
  nonmagical blades.
  Whistle: Also known as a signal whistle, a 
  whistle’s piercing report can be clearly heard 
  (DC 0) up to half a mile away. With a DC 5 Perform 
  (wind instruments) check you can use it to signal 
  the same sorts of situations as signal horns (see 
  page 8). For each additional quarter mile, Perception 
  checks to hear a whistle suffer a –2 penalty.
  Whistle, Silent: Only animals and other creatures with 
  keen hearing can hear this whistle.
  Wrist Sheath: This is a sheath designed to be 
  strapped to your forearm and hidden under a long 
  sleeve. The sheath can hold one light weapon, 
  ranged weapon, or wand that weighs less than 1 
  pound. Alternatively, you may store up to 1 
  pound of ammunition in a wrist sheath. As 
  a move action, you can bend your wrist to 
  cause some or all of these items to drop into 
  your hand. You have a +2 bonus on Sleight of 
  Hand checks made to oppose the Perception 
  check of someone observing or frisking you 
  regarding items in the sheath. You can only 
  wear one wrist sheath per arm.
  Wrist Sheath, Spring Loaded: This item 
  works like a standard wrist sheath, but releasing 
  an item from it is an immediate action. Preparing 
  the sheath for this use requires cranking the 
  sheath’s tiny gears and springs into place (a full-
  round action that provokes an attack of opportunity).
  Special Substances and Items
  Characters with the Craft (alchemy) skill can create these 
  items, and they are usually available in the same places 
  where you can buy the alchemical items listed in the 
  Pathfinder RPG Core Rulebook.
  Alchemical Grease: Each pot of this slick black goo has 
  sufficient contents to cover one Medium or two Small 
  creatures. If you coat yourself in alchemical grease, you 
  gain a +5 alchemical bonus on Escape Artist checks, on 
  combat maneuver checks made to escape a grapple, and to 
  your CMD to avoid being grappled; this lasts 4 hours or 
  until you wash it off.
  Alchemical Solvent: This bubbling purple gel eats 
  through adhesives. Each vial can cover a single 5-foot 
  square. It destroys normal adhesives (such as tar, tree sap, 
  or glue) in a single round but takes 1d4+1 rounds to deal 
  with more powerful adhesives (tanglefoot bags, spider 
  webbing, and so on). It has no affect on fully magical 
  adhesives, including sovereign glue.
  Antiplague: If you drink a vial of this foul tasting, milky 
  tonic, you gain a +5 alchemical bonus on Fortitudes saving 
  throws against disease for the next hour. If already infected, 
  you may also make two saving throws (without the +5 
  bonus) that day and use the better result.
  Beast Lure: This light brown oil works similar to 
  Kaava musk (see below) but attracts one specific kind 
  of creature (dogs, giant bees, and so on).
  Bladeguard: This clear resin protects a weapon from 
  harmful attacks from oozes, rust monsters, and similar 
  things, rendering the weapon immune for 24 hours. 
  One pot can coat one single two-handed weapon, two 
  one-handed or light weapons, or 50 ammunition items. 
  Applying it takes 1 full round. Immersing the weapon in 
  water or similar liquid washes it off.
  Bloodblock: This gooey, pinkish substance helps 
  treat wounds. Using a dose gives you a +5 alchemical 
  bonus on Heal checks for providing first aid, 
  treating wounds made by caltrops or similar 
  objects, or treating deadly wounds. A dose 
  of bloodblock ends a bleed effect as if you 
  had made a DC 15 Heal check. When treating 
  deadly wounds, using a dose of bloodblock 
  counts as one use of a healer’s kit (and grants 
  the +5 bonus stated above).
  Bodybalm: When this pungent yellow 
  powder is boiled in water and given to a 
  creature to drink, it provides the attending 
  healer a +5 alchemical bonus on Heal checks 
  for providing long-term care, treating poison, 
  and treating disease.
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  Fuse Grenade: This hollow clay container holds a 
  small charge of explosive power and a slow burning fuse. 
  Lighting the fuse is a move action; 1d3 rounds later the 
  grenade explodes, dealing 2d6 bludgeoning damage 
  and 1d6 fire damage in a 10-foot burst (DC 15 Reflex 
  save for half). You throw a fuse grenade as if it were a 
  splash weapon.
  Glowing Ink: Glowing ink emits a faint but steady 
  light (typically red or green) that allows you to read 
  it even in normal darkness. You have a +2 bonus on 
  Perception checks to locate objects with glowing ink. 
  Mixing glowing ink with marker dye (see below) makes 
  the dye glow in the dark until it fades.
  Invisible Ink: Messages written with invisible ink only 
  become visible under specific circumstances. Revealing 
  the secret message with the proper triggering agent is a 
  full-round action per page of text.
  Simple: This ink is keyed to a single, fairly common 
  trigger, such heat or vinegar. A successful DC 20 Craft 
  (alchemy) check takes 1 hour and reveals the message 
  without the proper trigger.
  Average: This ink is keyed to either two common 
  triggers or one uncommon trigger, such as blood or acid. 
  A successful DC 25 Craft (alchemy) check takes 1 hour and 
  reveals the message without the proper trigger.
  Good: This ink is keyed to either two uncommon triggers 
  or one rare trigger, such as a specific vintage of wine or a 
  specific kind of monster’s blood. A successful DC 30 Craft 
  (alchemy) check takes 1 hour and reveals the message 
  without the proper trigger.
  Superior: This ink is keyed to either two rare triggers or 
  one unique trigger, such as the blood of a specific 
  person. A successful DC 35 Craft (alchemy) 
  check takes 1 hour and reveals the message 
  without the proper trigger.
  Itching Powder: This fine gray 
  powder causes targets to suffer from 
  uncontrollable itching until they spend 
  at least 1 round washing it off. Throwing a 
  packet of itching powder is a splash attack with 
  a range increment of 10 feet. Anyone standing on the 
  square of impact must succeed on a DC 12 Fortitude 
  save to resist the powder, while those in adjacent 
  squares must make a DC 8 Fortitude save. Creatures 
  that fail the save take a –2 penalty on attack rolls, 
  saving throws, skill checks, and ability checks.
  Kaava Musk: This emerald-colored adhesive is a 
  concoction made from animal glands, urine, and other 
  powerful scents combined with a strong alchemical 
  binding agent that is difficult to wash off. A target splashed 
  with it smells like weak prey to predators. Creatures with 
  the scent ability can detect a marked creature at five times 
  Distilled Terrap Sap: When first opened, this sealed 
  jar releases such an overwhelmingly antiseptic odor that 
  it covers other smells until it disperses (1d6 rounds after 
  opening). Creatures within 20 feet of the jar get 
  a +5 alchemical bonus on all saves against scent-
  based attacks while the sap’s odor remains, but 
  they automatically fail any scent-based Perception 
  checks during that time.
  Firework, Desnan Candle: When lit, this foot-long 
  wooden tube launches a flaming pyrotechnic 
  “candle” every round for 4 rounds. The projectiles 
  deal 1 point of nonlethal damage and 1 point of 
  fire damage if they hit; on a critical hit, the target is 
  also blinded for 1 round. The projectiles shed light as 
  candles for 1 round and have a range increment of 5 
  feet. Attacking with a Desnan candle is a ranged touch 
  attack and always has a –4 nonproficiency penalty.
  Firework, Paper Candle: This finger-sized 
  explosive detonates noisily 1 round after lighting. 
  Anyone in the same square as a paper candle 
  when it explodes must make a DC 15 Fortitude 
  save or be dazzled for 1d4 rounds.
  Firework, Skyrocket: When lit, this foot-long wooden 
  tube begins to shake and emit a handful of white sparks, 
  shedding light as a torch. One round later it takes flight, 
  moving at speed 90 for 1d6 rounds before loudly exploding 
  in an burst of light and sound, dealing 2d6 points of fire 
  damage in a 10-foot burst (DC 15 Reflex save for half). Anyone 
  who takes damage from the explosion is either blinded or 
  deafened (there is a 50% chance of either) for 1 round.
  Firework, Starfountain: This tree-stump-sized 
  bundle of tubes immediately begins to emit arcs of 
  multi-colored sparks when lit. Starting 1d6 rounds 
  after lighting, it loudly releases brightly colored 
  streaks of tiny flaming particles for 4 full rounds. 
  Outdoors, these particles soar far up into the 
  sky before dispersing. Indoors or in a closed 
  area, the ricocheting fireworks deal 1d6 points 
  of fire damage each round in a 20-foot spread 
  (DC 15 Reflex save for half). Creatures 
  who fail their save are blinded for 1d4 
  rounds and deafened for 1 hour.
  Flash Powder: This coarse gray 
  powder ignites and burns almost 
  instantly 
  if 
  exposed 
  to 
  flame, 
  significant friction, or even a simple 
  force such as throwing it against a floor (a 
  standard action). Creatures within the 10-foot burst must 
  save (Fortitude DC 13 negates) or be blinded for 1 round.
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  the normal range, note its direction as a free action, 
  pinpoint it when it is within 25 feet, and track it by scent 
  with a +5 bonus on its Survival checks. Immersion in water 
  within 1 round of exposure washes it off; otherwise the 
  effect decreases by one range increment per day (four 
  times normal range after 1 day, three times range 
  after 2 days, and so on) until the creature is 
  again at normal scent levels.
  Keros Oil: Also known as firebreather’s 
  oil, this bitter liquid is harder to ignite 
  than common oil but burns quickly at a low 
  temperature, making it ideal for exotic 
  performers. You may spit a mouthful 
  of keros oil past an open flame (such 
  as a candle, tindertwig, or torch) 
  to ignite it, creating a brief burst 
  of fire. If you use it to attack, the 
  attack is a ranged touch attack with 
  a maximum range of 5 feet that 
  deals 1d3 points of fire damage. If you roll 
  a 1 on your attack roll, you accidentally 
  inhale or swallow some of the burning 
  fuel; you take 1d6 points of fire damage and are 
  nauseated for 1 round. A bottle of keros oil holds enough 
  for 10 mouthfuls; taking a mouthful from the bottle is 
  a standard action (the Rapid Reload feat reduces this to 
  a move action).
  Liquid Ice: This sealed jar of crystalline blue fluid 
  immediately starts to evaporate once opened. During the 
  next 1d6 rounds, you can use it to freeze a liquid or 
  to coat an object in a thin layer of ice. You can 
  also throw liquid ice as a splash weapon. A 
  direct hit deals 1d6 points of cold damage; 
  creatures within 5 feet of where it hits take 
  1 point of cold damage from the splash.
  Marker Dye: This dye (available in several 
  colors) creates an obvious stain wherever 
  splashed. Washing has no effect for the first 
  72 hours (though magic can erase it), but it fades 
  completely after 2 weeks. You can 
  throw it as a splash weapon.
  Scent Cloak: This collection 
  of coarsely ground spices, 
  seeds, 
  and 
  alchemical 
  reagents 
  overrides 
  your 
  scent, increasing the DC of 
  tracking you by scent by +10 for 
  24 hours. Because you still have a 
  smell, creatures with scent can still detect 
  and pinpoint if you are cloaked; they just can’t identify 
  your smell as something unique. Washing for 1 full round 
  removes the scent cloak.
  Smoke Pellet: This small clay sphere contains two 
  alchemical substances separated by a thin barrier. When 
  you break the sphere, the substances mingle and fill a 5-foot 
  square with a cloud of foul but harmless yellow smoke. 
  The smoke pellet acts as a smokestick, except the 
  smoke only lasts for 1 round before dispersing. 
  You may throw a smoke pellet as a ranged touch 
  attack with a range increment of 10 feet.
  Sneezing Powder: This coarse yellowish-
  red powder is a splash weapon that causes 
  uncontrollable sneezing for 1d4+1 rounds. 
  Anyone standing on the square of impact must 
  succeed on a DC 12 Fortitude save to resist the 
  powder, while those in an adjacent square must make 
  a DC 8 Fortitude save. Creatures affected by sneezing 
  powder must make a DC 10 Fortitude save every 
  round or be staggered that round.
  Traveling Spellbook: A traveling spellbook is 
  lighter and less cumbersome than its full-size counterpart. 
  It has 50 pages.
  Vermin Repellent: This vile-smelling white paste keeps 
  vermin at bay if spread on the skin. Normal-sized (Fine) 
  vermin avoid you. Swarms of vermin must make a DC 15 
  Fortitude saving throw in order to enter your square. Once 
  applied, vermin repellent remains effective for 4 hours or 
  until you spend 1 round washing it off.
  Water Purification Sponge: This fist-sized 
  blue sponge absorbs up to 1 pint of water; 
  squeezing the water out of the sponge purifies 
  it, making it safe for drinking, washing, and 
  similar activities. Filling and emptying 
  the sponge is a full-round action. Each 
  sponge can cleanse 25 pints of 
  water before becoming useless.
  Tools and Skill Kits
  These items pertain to skills, 
  crafts, and professions.
  Abacus: This device helps users 
  perform mathematical calculations.
  Alchemist’s Lab, Portable: This 
  compact version of a full-sized 
  alchemist’s lab provides a +1 circumstance 
  bonus on Craft (alchemy) checks.
  Anvil: While anvil sizes vary depending on the 
  type of smithing for which they are used, all anvils have 
  the same basic shape and construction. Blacksmith 
  anvils are typically much heavier and larger (100 
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  pounds) than farrier anvils (50 pounds), and they in 
  turn are much bigger than silver- or goldsmith anvils 
  (10 pounds). Many metalworking tasks are impossible 
  without the proper anvil.
  Balancing Pole: These flexible poles range from 15–30 
  feet in length and, when used properly, help you keep your 
  balance when crossing narrow walkways. Using a 
  balancing pole grants you a +1 circumstance bonus on 
  Acrobatics checks made to traverse a narrow surface.
  Bear Trap: Although intended for trapping 
  large animals, bear traps work as well for 
  trapping humanoids or monsters. The 
  hinged jaws of the trap are attached to a 
  chain, which in turn is secured to a spike 
  driven into the ground to ensure that the 
  victim cannot simply crawl away. Prying open 
  the jaws or pulling the spike from the ground 
  requires a DC 26 Strength check.
  BEAr TrAP 
   Cr 1
  Type mechanical; Perception DC 15; Disable Device 
  DC 20
  EffECTS
  Trigger location; reset manual
  Effect Atk +10 melee (2d6+3); sharp jaws spring shut around 
  the creature’s ankle and halve the creature’s base speed (or 
  hold the creature immobile if the trap is attached to a solid 
  object); the creature can escape with a DC 20 Disable Device 
  check, DC 22 Escape Artist check, or DC 26 Strength check
  Bellows: Bellows are useful for starting fires, providing 
  a +1 circumstance bonus on appropriate Survival checks.
  Compass: An ordinary compass that 
  points to the magnetic north pole 
  grants its user a +2 circumstance 
  bonus on Survival checks made 
  to navigate in the wilderness. 
  It also can be used to grant 
  the same bonus on Knowledge 
  (dungeoneering) checks made to 
  navigate underground.
  Cooking Kit: Cooking kits are portable, 
  collapsible pots and pans that double 
  as a set of four bowls and plates, all fitting together in a 
  compact package.
  Doctor’s Mask: This mask gives you a +1 circumstance 
  bonus on Fortitude saves made against airborne toxins and 
  scent-based effects. In Korvosa, it is a minor crime to wear a 
  doctor’s mask in public if you are not a healer or physician.
  Doctor’s Outfit: Any creature wearing this outfit gains 
  a +2 circumstance bonus on Fortitude saves made to resist 
  contact diseases.
  Drill: A drill can create a 1-inch-diameter hole in stone, 
  wood, or metal. Harder materials wear down or break the 
  drill more quickly. Hearing the sound of drilling requires 
  a DC 15 Perception check.
  Eyeglasses: Also known as spectacles, eyeglasses 
  compensate for poor vision or magnify small 
  details.
  Flotation Device: Usually composed of an inflated 
  animal bladder sealed with pitch, a held flotation 
  device adds a +1 circumstance bonus on 
  Swim checks.
  Juggler’s Kit: A juggler’s kit includes 
  multiple sets of well-balanced objects, such as 
  balls, clubs, knives, rings, and torches. 
  Portable Altar: Portable altars are typically 
  made of wood and are ornately 
  carved and decorated. The top of 
  the altar lifts up, and items such as 
  candles, incense, and oil can be stored within.
  The Prophecies of Kalistrade: This is the most 
  frequently published book in Druma. It details the 
  extremely strict dietary, sexual, and clothing restrictions 
  followers must follow.
  Printing Press: A hand-cranked press uses a plate 
  on which all of the text on a page is carved in reverse. 
  Changing the plate is a simple process, but creating a new 
  one is expensive and labor-intensive. The press prints one 
  page at a time, at a rate of about five pages per minute. 
  A stationer then needs to cut and trim the pages and 
  bind the book.
  Saw: You can insert a saw between a door and its  
  frame to cut through wooden bolts or bars, 
  dealing 5 hit points per round plus your 
  Strength modifier to the sawed object as a full-
  round action. Hearing the sawing requires a 
  DC 10 Perception check. Saws used to cut ice 
  on rivers have a point on the end to break 
  through the ice before cutting.
  Sawback Sword: This is a modification to 
  any light or heavy blade rather than a unique 
  weapon type. The saw blade on the back of 
  the sword lets you use it to perform crude 
  carpentry.
  Stretcher: A stretcher allows two people to 
  share the burden of carrying one heavy object. 
  You can also use it to drag a load you couldn’t carry 
  on your own. A stretcher holds up to 300 pounds. 
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  Weapons, Armor, and Adventuring Gear
  a hat can be a simple covering for the head. Particular hats 
  are sometimes mandatory for social or religious sects.
  Hot Weather Outfit: Covering your body from head 
  to foot in light, airy cloth keeps you cooler than 
  baring your skin to the sun. This outfit typically 
  consists of a loose linen robe and either a turban 
  or loose  head covering and veil. The outfit provides 
  a +2 bonus on Fortitude saves to resist warm or hot 
  weather. This does not stack with any bonuses 
  gained from Survival.
  Jewelry: The cost of jewelry varies wildly by its 
  quality. Many cultures, particularly Varisians, 
  consciously use jewelry as a form of portable 
  wealth, most notably in belts and bangles made 
  from coins. A commoner’s ornaments may only 
  be worth a few copper pieces, a tradesman’s 
  a few silver pieces, and a merchant’s a few 
  gold pieces, while nobles rarely wear jewelry 
  worth less than 100 gp.
  Mask: The gala events of decadent Taldor 
  are where one may see the most outlandish 
  and stylish of masks, but simpler masks 
  may be found wherever local customs permit. 
  They range from small bits of fabric that cover only 
  a portion of the face to elaborate constructions that 
  cover the entire face or head.
  Pickpocket’s Outfit: Outfitted with concealed 
  pockets, this clothing gives you a +2 bonus on hiding small 
  objects on your person.
  Scarf: Well known as entertainers with a flair for the 
  dramatic, Varisians often employ seductive garb and 
  entrancing props in their performances. Scarves of 
  colorful cloth or transparent silk, often embroidered 
  with elaborate scenes, are favorite accessories. 
  Scarf, 
  Pocketed: 
  An 
  elaborate 
  design 
  disguises several small pockets on one side 
  of this scarf. This scarf grants you a +4 
  bonus on Sleight of Hand checks made to 
  hide objects on your body. This bonus 
  does not stack with the bonus wearing 
  heavy clothing provides but does stack 
  with bonuses for attempting to hide 
  small objects.
  Scarf, Reinforced: One side of this 
  8-foot-long scarf is reinforced with 
  chain links and metal plates. While not enough to provide 
  a benefit to Armor Class, these versatile scarves can be used 
  like a length of chain to climb short distances or bind an 
  enemy. A reinforced scarf has hardness 10 and 4 hit points. 
  It can be burst with a DC 24 Strength check.
  Surgeon’s Tools: When in conjunction with a healer’s kit, 
  surgeon’s tools raise the kit’s bonus to a +3 circumstance 
  bonus on Heal checks.
  Swim Fins: Swim fins add 10 feet to your swimming 
  speed but reduce your base speed to 5 feet. Donning or 
  doffing swim fins requires 5 rounds.
  Thermometer: This foot-long tube has marks for the 
  freezing temperature of seawater, a moderate spring day 
  in Absalom, and the boiling temperature of 
  melted ice. Temperatures much below the 
  freezing point or above the boiling point 
  break the device.
  Trespasser’s Boot: Consisting of a small 
  wooden frame with inward-pointing barbed 
  spikes, this trap is placed in a shallow pit just 
  deep enough for a Medium-sized character’s 
  lower leg. When someone steps in the square, the 
  boot catches and holds her leg. The target takes 
  damage if she tries to move or if a Disable Device 
  attempt to free her fails by 5 or more.
  TrESPASSEr’S BOOT 
   
  Cr 1/2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; reset manual
  Effect pit spikes (Atk +10 melee, 2d4); spikes hold the target in 
  place; the trap can be escaped with a DC 20 Disable Device 
  check, DC 20 Escape Artist check, or DC 24 Strength check
  Clothing
  According to the worshipers of Abadar, “Clothing 
  is what separates the civilized from the 
  savage.”
  Cleats: Useful on any terrain where 
  traction may be a concern, cleats are 
  shoes with spikes or hooks attached 
  to the soles. Cleats reduce the penalty 
  for walking over slick surfaces by 
  50%; for example, walking across ice 
  normally costs 2 squares for every square 
  of movement, but with cleats it costs only 
  1.5 squares for every square. Cleats cause 
  damage to any type of finished flooring.
  Furs: The most basic of cold-weather gear, 
  animal furs serve to keep their wearers warm. 
  Wearing enough fur to cover the body provides a +2 bonus 
  on Fortitude saves to resist cold weather. This does not 
  stack with any bonuses gained from Survival.
  Hats: Hats of various styles appear in all cultures. 
  Ranging from the turban to the tricorn to the furred cap, 
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  Snowshoes: These high-tension nets of rope or sinew 
  in wooden frames which are lashed to the feet spread 
  your weight across the snow, making you much less 
  likely to break through the crust and rendering 
  walking much easier. Snowshoes reduce the penalty 
  for walking through heavy snow by 50%; for example, 
  if moving through snow normally costs you 2 squares 
  of movement per square traveled, snowshoes reduce 
  this cost to 1.5 squares per square traveled.
  Tear-Away Clothing: Sneaks and thieves throughout 
  Golarion know the value of a good disguise. The 
  ability to remove that disguise in a hurry, thus 
  revealing the next layer of disguise, is nearly as 
  valuable. Tear-away clothing is generally loose 
  fitting and long to allow another layer of clothing 
  to be worn underneath. The seams and catches on 
  this clothing are designed to break easily, making 
  it a simple matter (a standard action) to remove 
  these items and walk away with none the wiser.
  Vest: Much like hats, vests appear in almost all cultures. 
  Though the basic design remains the same, they vary 
  wildly in cut, color, and function. The difference between 
  the court vests of Taldor and the dancing vests of Varisia 
  is quite striking.
  Wig: False hair comes in many forms, from the severe coif 
  of a judge to the towering confection adorning a noble to the 
  simple curls worn by a housewife whose hair is thinning. Wigs 
  can be found for sale in any major city and can be special-
  ordered in most towns. As they are usually made of hair, the 
  available colors are likely limited by the locally predominant 
  hair color, but others can be obtained by applying dye.
  Food, Drink, and Lodging
  The listed prices are for a tavern or restaurant in an 
  average city.
  Caydenbrew: This ale is the standard beer drunk in 
  Absalom. The recipe was said to be the last beer Cayden 
  Cailean had before he undertook the Test of the Starstone. 
  The hops for this beer were originally grown on the Isle 
  of Kortos, but the massive brewery now imports from 
  Andoran and Taldor.
  Coffee: This drink is brewed by pouring boiling 
  water through crushed, roasted coffee beans. Coffee 
  is a common part of many cultures in Garund. A 
  very strong brew called Sargavan Red is potent 
  enough to reduce the penalties from the fatigued 
  condition from –2 to –1 for 1 hour.
  Corentyn Wine: Red and white wines grown in 
  the salt spray of Corentyn have a sweet–tart flavor 
  valued by nobles throughout Cheliax.
  Dwarven Stout: More a family of beers than 
  one single drink, dwarven stout is known 
  by different names around the Inner Sea. 
  Dwarven stouts are dark beers characterized 
  by a slightly burnt flavor and a foamy head; 
  they are said to be as filling as a meal.
  Grog: A foul mix of different alcohols and 
  whatever’s handy, grog was invented by pirates 
  and sailors and never managed to crawl far onto 
  land. Grog is no one’s first choice of drink, but 
  anyone who’s spent enough time on a ship has 
  had at least a taste.
  Kahve: Also known as Qadiran coffee, kahve 
  is served with generous helpings of milk, sugar, 
  and spices to counteract its natural bitterness. 
  Kahve is drunk throughout the day, both at 
  home and at coffeehouses around town in 
  Qadira. The grounds left in the bottom of a cup 
  are sometimes used for fortune-telling.
  Linnorm Mead: The favorite drink of the 
  Ulfen, this honey mead has traveled with them into the 
  southern lands. It is sweet and strong and, according to 
  Ulfen bards, is an indisputable aid to singing.
  Mwangi Coffee: Coffee brewed “Mwangi style” has a 
  wine-like acid taste that is too strong for a novice palate.
  Oldlaw Whiskey: This single-malt whiskey is made in 
  Molthune at a distillery that has existed longer than the 
  country itself. The smooth rye whiskey is a favorite of old 
  soldiers everywhere.
  Rumboozle: A potent drink featuring rum, wine, ale, 
  eggs, sugar, and spices, rumboozle is served warm in finer 
  taverns around the Inner Sea.
  Tea: A popular beverage in most civilized regions of the 
  Inner Sea, tea is usually served with milk, sugar, or spices.
  Tea, Ceremonial: This dark, hot tea comes from 
  the east, and its brewing is part of the classical tea 
  ceremony. Knowing the proper steps of preparing  
  and participating in a tea ceremony requires a 
  successful DC 15 Knowledge (nobility) skill check. A 
  ceremonial tea set includes a tray, teapot, and four tiny 
  cups and spoons.
  Mounts, Pets, and Related Gear
  If you’re looking for an animal companion or familiar, 
  you may decide to purchase the creature rather than 
  seeking one in the wild.
  Animal Harness: This leather or hemp harness 
  allows a holder to restrain and control a domesticated 
  animal. A harness is standard equipment for anyone 
  trying to teach an animal tricks with the Handle 
  Animal skill. Ready-made harnesses are available 
  in most markets for common domesticated animals 
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  such as cats, dogs, horses, and oxen, but harnesses can be 
  made for nearly any creature.
  Bat: These Diminutive rodents are nocturnal fliers 
  that eat insects and fruit. They rely primarily on sound 
  to navigate rather than sight. They can be found all 
  over Golarion and are absent only in desert and arctic 
  regions. Some cultures keep bat houses near towns 
  and villages to control insect problems. Bats from the 
  Uskwood in Nidal are noted for their matte black fur 
  and large size.
  Cage: This secure, portable enclosure is used to 
  hold creatures—generally animals, but a large enough  
  cage can hold anything. Cages are made from iron, 
  wood, or bamboo, depending on local customs and 
  available materials.
  Canary: These Diminutive birds usually have bright 
  feathers and sing pleasantly. More pragmatically, they are 
  also used in mines to detect bad air, as their small 
  bodies are more sensitive to such things; 
  the warning they provide gives 
  humanoids a chance to escape 
  before succumbing to the danger.
  Cat: These Tiny animals are 
  often kept as pets or familiars. 
  Though small, they are excellent 
  hunters; grain farmers usually 
  keep cats as pest control in crop 
  storage areas. Cats are found in most 
  parts of Golarion, and strays occupy most 
  cities—finding a free cat should pose little challenge. 
  Osirion wise-eyes are prized for their stature and deep 
  blue eyes.
  Dog, Riding: This Medium dog is bred for 
  carrying Small riders. Breeders select 
  dogs with strong backs, endurance, 
  and a loyal disposition and train them 
  for riding and combat before sale. 
  Reputable breeders can be found in 
  Absalom, Almas, and Katapesh.
  Dog, Combat-Trained: This Medium 
  dog is bred strictly for combat; breeders 
  favor strength, a thick body, and a low center 
  of gravity. Combat-trained dogs are sold in 
  most large cities in the Inner Sea region. They 
  are popular as sport fighters in Cheliax, though 
  the best specimens are bred in Molthune, where 
  they are used as special infantry.
  Dog Sled: This sled is several feet long and is 
  designed to be pulled over snow and ice by a team of trained 
  riding dogs. Most sleds have runners at the back for a 
  musher to stand on. A dog sled can carry up to the carrying 
  capacity of all the dogs that pull it.
  Donkey Rat: These Tiny white rodents (also called 
  capybaras) are native to the Varisian coast. They are common 
  pets and livestock throughout the southern lands.
  Elephant: These Huge animals are exceptionally strong 
  and are quick learners. They are trained for battle and labor 
  by the Zenj people of the Mwangi Expanse. Most known 
  elephants come from the Mwangi Expanse and represent 
  one of the few steady income sources for Sargava. Their 
  upkeep is exorbitant, so only the richest Inner Sea citizens 
  can afford to house one.
  Falcon: This Tiny, long-winged hawk is a popular 
  hunting bird for nobility throughout Avistan, especially 
  in Andoran. Falcons are technically a subset of 
  hawks but are considered more “noble.” 
  Ownership is denied to commoners 
  in many nations with hierarchical 
  monarchies.
  Falconry Gauntlet: This gauntlet, 
  made from layers of thick leather, is 
  worn on the falconer’s off hand to give 
  a falcon a place to stand before and after a 
  hunt. The gauntlet also has a tassel and a 
  ring attached to the falcon’s tether.
  Hawk: This Tiny, short-winged raptor is also 
  a popular hunting bird, but is associated with 
  lower nobility and those without titles. Hawks are 
  known for their sharp eyesight and powerful dives 
  from the air. Suppliers in Taldor and Cheliax sell the 
  finest specimens.
  Horse: This Large quadruped is used as a mount and 
  pack animal. Horses can be trained for war but otherwise 
  are skittish around battle. Cheliax and Qadira both 
  produce top quality horses, though they 
  can be purchased in any decent-
  sized city in the Inner Sea.
  Lizard: 
  These 
  Tiny 
  animals 
  can 
  be 
  found 
  in all warm regions of 
  Avistan and Garund and 
  are 
  often 
  quite 
  colorful. 
  They 
  eat 
  insects 
  and 
  have the ability 
  to walk up walls 
  and hang upside down. 
  Geckos from Nex are said to 
  be especially intelligent for their kind, even before they 
  become familiars.
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  Monkey: These Tiny animals are herbivorous 
  and can be found in warm forests and jungles 
  throughout Garund. They can grasp and 
  carry objects that weigh under a pound. 
  Trained “familiar capuchins” can be 
  purchased in Azir.
  Owl: These Tiny birds of prey are 
  mainly nocturnal and are known 
  for near-silent flight. Owls eat small 
  animals and insects, and can be 
  found anywhere but the coldest places 
  on Golarion. Owls from the Verduran 
  Forest have a distinct “ruffled feather” look 
  on their heads, making them look like sleepy 
  professors in the daytime.
  Pack Animal: Working animals are universal, but the 
  animal type varies according to local availability. Elephants 
  carry goods in much of the Mwangi Expanse. Yaks pull 
  loads in mountainous regions. In many other parts of the 
  Inner Sea, donkeys, mules, and oxen pull carts or plows. 
  The donkey market in Katapesh is particularly brisk.
  Pseudodragon: Found in temperate forests across the 
  Inner Sea region, pseudodragons are intelligent enough 
  that Andorens consider their sale slavery. A handful of 
  pseudodragons offer themselves for hire to adventurers; 
  Absalom is the only place to find pseudodragons that are 
  legitimately for hire.
  Rat: These Tiny rodents live everywhere and eat nearly 
  anything. Despite having a reputation as disease-ridden 
  scavengers, domesticated rats are clean, loyal creatures that 
  make excellent familiars. The famous blue rats of Alkenstar 
  are sold primarily in Katapesh and Nex.
  Rat, Dire: These Small animals are vicious scavengers 
  in the wild. However, dire rats raised in captivity can be 
  trained as loyal pets and protectors. Oppara is home to 
  the primary breeders of domesticated dire rats. Diverse 
  omnivores, they are found anywhere the surrounding 
  habitat allows them to live, including dungeons and 
  underground. Pet dire rats do not have filth fever.
  Raven: These Tiny birds are known for their intelligence, 
  and even play games with each other in the wild. They eat 
  insects and can be found in surprisingly varied habitats around 
  the Inner Sea. The ravens of Pezzack are said to be particularly 
  clever; the Chelish governor is happy to export them, hoping 
  they may somehow contribute to sedition abroad.
  Snake, Constrictor: These Medium reptiles are found 
  chiefly in warm climates. Somewhat aggressive, constrictors 
  squeeze their prey to death before consuming it. Due 
  to their size, these snakes are less popular for traveling 
  spellcasters, but they can be quite helpful in a laboratory.
  Snake, Viper: This tiny reptile eats small animals and 
  can be found in most temperate and warm environments 
  around Golarion. The bite is painful but not especially 
  dangerous to the average adventurer.
  Stirge: These Tiny beasts are allegedly sold for indoor 
  defense to rich clients but more often wind up in exotic 
  bloodsports. Despite popular conception, stirges are 
  trainable, but they must be fed fresh blood daily or they 
  turn on their handlers.
  Toad: This Diminutive amphibian is primarily kept 
  as a familiar. Toads live in most temperate and warm 
  environments, and eat insects.
  Toad, Vision: These animals are found in areas of the 
  Mwangi Expanse. They have a psychoactive skin venom 
  which acts as a mild hallucinogen if the toad’s skin is 
  licked,—though breeding programs for these creatures 
  outside of Mwangi produce venomless offspring.
  Weasel: These Tiny animals eat smaller animals and can 
  be found in nearly any environment. They are clever and 
  curious, traits that are magnified when they are kept as 
  familiars. Many varieties of weasel exude a strong musky 
  odor. This description also applies to similar animals, 
  such as ferrets, minks, polecats, and stoats.
  Entertainment Items
  Many adventurers like to sit down and play a game now 
  and then.
  Board Games: Several kinds of board games are common 
  across the Inner Sea region. Siege, a deeply strategic game 
  wherein each player tries to surround the other’s pieces, is 
  popular primarily with older adults, while more chaotic 
  games like Wyvern’s Race and Doppel are tavern favorites. 
  Pits and Perils has become increasingly popular in 
  Cheliax and Taldor among the elite—those in the lead get 
  to dictate (usually symbolic) penalties for those bringing 
  up the rear.
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  Weapons, Armor, and Adventuring Gear
  Bowling Set: This simple 10-pins game is often 
  complicated by irregularities in the ball, the pins, and the 
  playing field.
  Kites: Though popular in Absalom, kites are rare in the rest 
  of the Inner Sea region. Simple kites cost only a few coppers, 
  while ornate silken kites cost thousands of gold pieces.
  Loaded Dice: Most loaded dice are weighted—a heavier 
  substance is included opposite the desired number. You 
  can spot marks from tampering with a die in this fashion 
  with a DC 15 Appraise or Perception check. Higher-quality 
  dice (such as wooden dice carved around a naturally heavy 
  inclusion) have DCs ranging from 20 to 30.
  Marked Cards: Whether bent, colored, or scratched, 
  marked cards allow an informed user to know what’s on 
  the front of the card by viewing the mark on the back. 
  Realizing that the cards are marked requires a DC 25 
  Perception check.
  Puzzle Boxes: These boxes feature moving parts, 
  secret panels, or unusual codes and locking 
  mechanisms. Depending on the box, a 
  Disable Device, Knowledge (engineering), 
  Linguistics, or simple Intelligence check 
  might open it. The DC of the check varies 
  with the complexity of the box but is typically 
  15 or 20 (retry once per day). Multiple skill 
  checks might be necessary for different 
  stages of the puzzle. If the puzzle box 
  was constructed with the intention 
  that one specific person should be 
  able to open it, that person gets a +5 
  circumstance bonus on the check.
  Black Market Items
  Not every adventurer approves of these things, but 
  some consider them invaluable.
  Allnight: This treated wafer dissolves into a chalky paste 
  when placed under the tongue and then gives the imbiber 
  a jolt of restless energy. It eliminates the effects of fatigue 
  for the next 8 hours; when the drug’s effect ends, the user 
  is exhausted. Allnight makes its users 
  jittery and unable to focus; they suffer a –2 
  penalty on all skill checks until its 
  effects wear off.
  Bachelor 
  Snuff: 
  If 
  inhaled 
  through the nose, this sooty-
  smelling golden powder renders 
  humanoid 
  males 
  temporarily 
  sterile without otherwise affecting 
  their performance. A dose typically lasts 
  1–3 days. Long-term users of bachelor snuff 
  tend to develop a slight, but still noticeable, 
  gilded tinge to their teeth and nails.
  Belladonna: Also known as deadly nightshade, this plant, 
  with its distinctive greenish-purple leaves and dull black 
  berries, has served as a cosmetic and medicine for longer 
  than memory despite its toxicity. It can also induce vivid but 
  usually unpleasant hallucinations, particularly ones dealing 
  with flight. Herbalists and others trained to use it safely 
  believe it has numerous applications, including pain relief.
  Clear Ear: This green gel is poured into the user’s 
  ear and takes effect 2 hours later, enhancing senses and 
  memory but increasing irritability. For 6 hours, the user 
  gains a +2 alchemical bonus on Perception and Knowledge 
  checks and a –2 penalty on all Charisma-based checks.
  Flayleaf: These narrow, rust-colored leaves produce a 
  mildly hallucinogenic smoke that also serves as powerful 
  sedative. Users are immune to pain for 4 hours after 
  smoking flayleaf, but during this time they take a –5 
  penalty on saves against mind-altering effects.
  Garlic: These pungent white cloves serve as food and 
  medicine and play a role in many traditional cleansing 
  rituals. It is well established that vampires 
  cannot abide the presence of garlic.
  Holly: The bright red berries of 
  the holly tree have many uses as 
  decorations and ritual objects. Druids 
  harvest holly berries with specially 
  prepared tools and during sacred times 
  of the year.
  Mistletoe: This golden-colored parasitic 
  plant grows on many different sorts of trees. 
  Druids harvest mistletoe with specially prepared tools and 
  during sacred times of the year.
  Night Tea: This frothy tea made from the bone-white, 
  triangular leaves of the night tea plant renders a humanoid 
  female sterile if drunk every day. In high doses, it may be 
  able to end a pregnancy.
  Pesh: The milk of this vibrantly green cactus, 
  when mixed with resins and other ingredients, 
  congeals into sticky, black chunks with an 
  exceedingly sour taste. Though pesh 
  comes in several different varieties, 
  refined pesh is both the most potent 
  and expensive type. Taking refined 
  pesh gives a person 15 temporary hit 
  points for 1 hour, a +2 morale bonus 
  on saves versus fear effects for 1 day, and 
  a –4 penalty to Dexterity and Wisdom 
  for 1 day. Pesh is addictive (Fortitude DC 
  10 to resist), and long-term users suffer 
  Dexterity and Wisdom damage.
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  COMPANION
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  Shoanti Barbarian Chew: This bitter red 
  chew comes from the dried leaves of 
  galtroot, a stunted bush found in the 
  Cinderlands. It stains the teeth 
  dark crimson but also increases 
  the duration of barbarian rage 
  entered into during the next 
  hour by 1 round.
  Slave: Sentient creatures sold to 
  perform a multitude of tasks all fall under 
  the category of slaves. Most slaves are kept to do menial 
  jobs, but sometimes slaves perform specialized tasks such 
  as spellcasting or teaching. Slaves vary in quality; the price 
  may be half as much for old or infirm slaves, or several times 
  more for healthy, attractive specimens.
  Tobacco: These crushed and shredded leaves range in 
  color from peppery red to black; users can either smoke or 
  chew them. Tobacco users experience a certain level of calm 
  and are more easily able to shrug off hunger pangs. Tobacco 
  is addictive (Fort DC 10 to resist), and long-term users suffer 
  Constitution damage.
  Wolfsbane: The root of this tall plant with blue flowers is 
  toxic (see the page 560 of the Pathfinder RPG Core Rulebook), but 
  herbalists use it in low doses to reduce pain and regulate the 
  heart. Folklore says it can help a victim of lycanthropy throw 
  off the curse.
  Woundweal: This gritty black paste is a poison that 
  interferes with an afflicted creature’s ability to recover from 
  injuries. All Heal checks applied to the creature suffer a –10 
  penalty. In addition, anyone using magical healing on the 
  target must make a DC 25 caster level check to succeed.
  WOunDWEAl
  Type poison, injury; Save Fortitude DC 18
  Onset 1 round; frequency 1/day
  Effect impaired healing (see above); Cure 2 consecutive saves
  convertinG pathfinder 
  chronicles campaiGn 
  settinG items
  This book updates several items from the Pathfinder 
  Chronicles Campaign Setting to the Pathfinder RPG rules. 
  Items not listed may be used without conversion.
  Armored Kilt: When you add an armored kilt to a suit of 
  light armor, the set counts as medium armor. Likewise, a 
  kilt and medium armor counts as heavy armor. Adding an 
  armored kilt to heavy armor has no effect.
  Double Crossbow: This heavy weapon fires a pair of iron-
  tipped bolts with a single squeeze of the trigger. Due to its 
  size and weight, you take a –4 penalty on your attack roll 
  if you’re proficient with it, or –8 if you’re not. If the attack 
  hits, the target takes damage from both bolts. Critical hits, 
  sneak attack damage, and other precision-based damage 
  only apply to the first bolt. Reloading one bolt is a standard 
  action; the Rapid Reload feat reduces this to a move action.
  Dueling Sword, Aldori: Used primarily by the Aldori 
  swordlords who rule Brevoy, these swords are a bit over 
  3 feet long, very slightly curved, and sharp only along 
  the outer edge. You can use the Weapon Finesse feat to 
  apply your Dexterity Modifier instead of your Strength 
  modifier on attack rolls with an Aldori dueling sword 
  sized for you, even though it isn’t a light weapon. You can 
  wield an Aldori dueling sword in two hands in order to 
  apply 1-1/2 times your Strength bonus to damage.   If you 
  aren’t proficient with the Aldori dueling sword, you may 
  treat it as a longsword.
  Field Plate: This heavy armor is similar to full plate 
  but lighter in construction, sacrificing a bit in protection 
  for greater flexibility and mobility. It is effectively the 
  same as masterwork banded mail. You can purchase 
  masterwork field plate.
  Flying Talon: Some lands, such as Qadira and Jalmeray, 
  call a chain spear (see page 3) a “flying talon.”
  Horsechopper: Treat this goblin weapon as a halberd.
  Klar: This is traditionally a Shoanti blade bound to the 
  skull of a horned spirestalker (a breed of Storval Plateau 
  giant gecko). Recently the armorers of southern Varisia 
  have started crafting these bladed shields from steel. The 
  klar, like the madu (see page 4) is both a weapon and a 
  shield. If you are proficient with the klar, you may treat 
  it as a spiked light wooden shield (or light steel shield, if 
  made entirely of metal); otherwise it is just a light shield.
  Leaf Armor: This armor is made of alchemically 
  hardened leaves. It is always masterwork quality and has 
  the same game statistics as masterwork studded leather, 
  except it contains no metal.
  Pata: This weapon is a blade with a stiff armored piece 
  that covers your hand, wrist, and forearm; treat it as a 
  combined short sword and locked gauntlet. 
  Rosewood Armor: This suit of leather armor is wrapped 
  in special rose vines. Treat this as leather armor with 
  armor spikes. The vines must be watered with at least 1 
  gallon of water each day or they wither and die, turning 
  the armor into normal leather armor.
  Sawtooth Sabre: This is the signature weapon of the 
  notorious Red Mantis. A proficient user can treat a sawtooth 
  sabre as a light weapon; otherwise, treat it as a longsword.
  Thistle Arrow: Crafted from the thistles of a poisonous 
  plant, these barbed arrows deal damage as a bleed effect 
  for 1d6 rounds after a hit.
  Thorn Bow: This polished rosewood bow is studded 
  with thorns and tiny flowers; treat it as a shortbow.
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  Weapons, Armor, and Adventuring Gear
  Armor and Shields
    
    
   
  Armor/Shield 
  Maximum 
  Armor 
  Arcane Spell 
   Speed
  Armor 
  Cost 
  Bonus 
  Dex Bonus 
  Check Penalty 
  failure Chance 
  30 ft. 
  20 ft. 
  Weight1
  Light armor
  Leaf armor3 
  500 gp 
  +3 
  +5 
  0 
  15% 
  30 ft. 
  20 ft. 
  10 lbs.
  Parade armor 
  25 gp 
  +3 
  +5 
  –1 
  15% 
  30 ft. 
  20 ft. 
  20 lbs.
  Rosewood armor5 
  50 gp 
  +2 
  +6 
  0 
  10% 
  30 ft. 
  20 ft. 
  15 lbs.
  Heavy armor
  Field plate3 
  1,200 gp 
  +7 
  +1 
  –5 
  35% 
  20 ft.2 15 ft.2 
  50 lbs.
  Stoneplate3 
  1,800 gp 
  +9 
  +1 
  –6 
  35% 
  15 ft.2 10 ft.2 
  75 lbs.
  Shields
  Klar3 
  12 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  6 lbs.
  Madu, leather 
  30 gp 
  +1 
  — 
  –2 
  5% 
  — 
  — 
  5 lbs.
  Madu, steel 
  40 gp 
  +1 
  — 
  –2 
  5% 
  — 
  — 
  6 lbs.
  Extras
  Throwing shield 
  +50 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for 
  Large characters weighs twice as much. 
  2 When running in heavy armor, you move only triple your speed, not quadruple.
  3 This item originally appeared in the Pathfinder Chronicles Campaign Setting.
  Adventuring Gear
  Item 
  Cost 
  Weight
  Area map 
  50 gp 
  2 lbs.
  Astrolabe 
  1,000 gp 
  6 lbs.
  Blanket 
  2 sp 
  1 lb.1
  Backpack, masterwork 
  50 gp 
  4 lbs.1
  Block and tackle 
  5 gp 
  5 lbs.
  Breakaway chains 
  65 gp 
  2 lbs.
  Chest, small 
  2 gp 
  25 lbs.
  Chest, medium 
  5 gp 
  50 lbs.
  Chest, large 
  10 gp 
  100 lbs.
  Chest, huge 
  25 gp 
  250 lbs.
  Collapsible plank 
  4 sp 
  10 lbs.
  Coffin, common 
  10 gp 
  30 lbs.1
  Coffin, ornate 
  100 gp 
  50 lbs.1
  Copy of a key 
  1 gp 
  —
  Earplugs 
  3 cp 
  —
  False-bottomed chest 
  52 gp 
  25 lbs.
  False-bottomed cup 
  1 gp 
  —
  False-bottomed scabbard 
  45 gp 
  1 lb.
  False manacles 
  65 gp 
  2 lbs.
  Folding chair 
  2 gp 
  10 lbs.1
  Folding ladder 
  2 gp 
  16 lbs.
  Grappling arrow 
  1 gp 
  1/2 lb.
  Hammock 
  1 sp 
  3 lbs.1
  Harrow deck 
  100 gp 
  —
  Item 
  Cost 
  Weight
  Helmet candle 
  2 gp 
  4 lbs.
  Hollowed pommel 
  5 gp 
  —
  Hourglass (one hour) 
  25 gp 
  1 lb.
  Hourglass (one minute) 
  20 gp 
  1/2 lb.
  Hourglass (six seconds) 
  10 gp 
  —
  Iron spike 
  5 cp 
  1 lb.
  Iron vial 
  1 sp 
  1 lb.
  Lantern, waterproof 
  +5 gp 
  —
  Magnet 
  5 sp 
  1/2 lb.
  Marbles 
  1 sp 
  2 lbs.
  Mithral manacles 
  1,000 gp 
  2 lbs.
  Paper (sheet) 
  4 sp 
  —
  Perfume/Cologne 
  5 gp 
  —
  Pickle extractor 
  2 cp 
  2 lbs.
  Pocket watch 
  250 gp 
  1 lb.
  Poison pill ring 
  +20 gp 
  —
  Powder 
  1 cp 
  1/2 lb.
  Prosthetic arm 
  10 gp 
  3 lbs.1
  Prosthetic foot 
  1 gp 
  2 lbs.1
  Prosthetic hand 
  1 gp 
  1 lb.1
  Prosthetic leg 
  20 gp 
  6 lbs.1
  Pump water canister 
  75 gp 
  5 lbs.
  Rice paper (sheet) 
  5 cp 
  —
  Scroll case 
  1 gp 
  1/2 lb.
  Goods and Services
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  Item 
  Cost 
  Weight 
  Sextant 
  1,000 gp 
  2 lbs.
  Shaving kit 
  15 sp 
  1/2 lb.
  Shield Sconce 
  1 gp 
  1/2 lb.
  Shovel 
  2 cp 
  3 lbs.
  Signal horn 
  1 gp 
  2 lbs.
  Skeleton key 
  85 gp 
  —
  Soap 
  1 cp 
  1/2 lb.
  Spear-thrower 
  1 gp 
  1 lb.
  Spellbook, traveling (blank) 
  10 gp 
  1 lb.
  Stationary  
  1 gp 
  —
  Stove can 
  10 gp 
  1 lb.
  String or twine (50 feet) 
  1 cp 
  1/2 lb.
  Tattoo 
  1 cp–20 gp 
  —
  Tent, small 
  10 gp 
  15 lbs.1
  Tent, medium 
  15 gp 
  20 lbs.1
  Tent, large 
  30 gp 
  40 lbs.1
  Tent, pavilion 
  100 gp 
  50 lbs.1
  Thurible 
  50 gp 
  3 lbs.
  Wandermeal 
  1 cp/serving
  Waterproof bag 
  5 sp 
  1/2 lb.
  Wax key blank 
  15 gp 
  1/2 lb.
  Weapon Cord 
  1 sp 
  —
  Whetstone 
  2 cp 
  1 lb.
  Whistle 
  5 cp 
  —
  Whistle, silent 
  2 sp 
  —
  Wrist sheath 
  1 gp 
  1 lb.1
  Wrist sheath, spring loaded 
  5 gp 
  1 lb.1
  Special Substances and Items
  Item 
  Cost 
  Weight 
  Craft DC
  Alchemical Grease 
  5 gp 
  1 lb. 
  15
  Alchemical Solvent  
  20 gp 
  1/2 lb.  
  20
  Antiplague 
  50 gp 
  — 
  25
  Beast Lure 
  30 gp 
  1/2 lb.  
  20
  Bladeguard 
  40 gp 
  — 
  15
  Bloodblock 
  25 gp 
  — 
  25
  Bodybalm 
  25 gp 
  — 
  25
  Distilled terrap sap 
  30 gp 
  1/2 lb.  
  15
  Firework, Desnan candle 
  5 gp 
  — 
  20
  Firework, paper candle 
  1 gp 
  — 
  20
  Firework, skyrocket 
  50 gp 
  1 lb.  
  25
  Firework, starfountain 
  500 gp 
  100 lbs.  
  25
  Flash powder 
  50 gp 
  — 
  20
  Fuse grenade 
  100 gp 
  1 lb.  
  25
  Glowing ink (vial) 
  5 gp 
  — 
  15
  Invisible ink, simple 
  2 gp 
  — 
  15
  Invisible ink, average 
  10 gp 
  —  
  20
  Invisible ink, good 
  25 gp 
  — 
  20
  Invisible ink, superior 
  75 gp 
  — 
  25
  Itching powder 
  60 gp 
  2 lbs.  
  25
  Kaava musk 
  40 gp 
  1/2 lb.  
  20
  Item 
  Cost 
  Weight 
  Craft DC
  Keros oil 
  5 gp 
  — 
  15
  Liquid ice 
  40 gp 
  2 lbs.  
  25
  Marker dye 
  15 gp 
  1 lb.  
  15
  Scent cloak 
  20 gp 
  2 lbs.  
  20
  Smoke pellet 
  25 gp 
  — 
  20
  Sneezing powder (packet) 
  60 gp 
  2 lbs.  
  25
  Vermin repellent 
  5 gp 
  — 
  20 
  Water purification sponge 25 gp 
  1 lb.  
  15
  Tools and Skill Kits
  Item 
  Cost 
  Weight
  Abacus 
  2 gp 
  2 lbs.
  Alchemist’s lab, portable 
  75 gp 
  20 lbs.
  Anvil 
  5 gp 
  40 lbs.
  Balancing pole 
  8 sp 
  12 lbs.
  Bear trap 
  2 gp 
  10 lbs.
  Bellows 
  1 gp 
  3 lbs.
  Compass 
  1 gp 
  1/2 lb. 
  Cooking kit 
  1 gp 
  2 lbs.
  Doctor's mask 
  50 gp 
  2 lb.
  Doctor's outfit 
  150 gp 
  6 lbs. 
  Drill 
  5 sp 
  1 lb.
  Eyeglasses 
  5 gp 
  —
  Flotation device 
  1 gp 
  2 lbs.1
  Juggler’s kit 
  15 gp 
  10 lbs. 1
  Portable altar 
  250 gp 
  40 lbs.
  Printing press (1–page) 
  250 gp 
  150 lbs.
  The Prophecies of Kalistrade 
  75 gp 
  10 lbs.
  Saw 
  4 cp 
  2 lbs.
  Sawback sword 
  +5 gp 
  —
  Stretcher 
  1 gp 
  10 lbs.
  Surgeon’s tools 
  20 gp 
  5 lbs.1
  Swim fins 
  1 sp 
  5 lbs.1
  Thermometer 
  25 gp 
  1 lb.
  Trespasser’s boot 
  8 sp 
  2 lbs.
  Clothing
  Item 
  Cost 
  Weight
  Cleats 
  5 gp 
  2 lbs.
  Furs 
  12 gp 
  5 lbs.1
  Hat 
  1 sp to 50 gp 
  1/2 lb. to  
    
   
  2 lbs.1
  Hot weather outfit 
  8 gp 
  4 lbs.
  Jewelry 
  varies 
  varies
  Mask 
  1 sp to 50 gp 
  1 lb.1
  Pickpocket’s outfit 
  5 gp 
  3 lbs.1
  Scarf 
  1 sp to 5 gp 
  1/2 lb.1
  Scarf, pocketed 
  8 gp 
  1/2 lb.1
  Scarf, reinforced 
  10 gp 
  1 lb.1
  Snowshoes 
  5 gp 
  4 lbs.1
  Tear–away clothing 
  +5 gp 
  varies1
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  Weapons, Armor, and Adventuring Gear
  Item 
  Cost 
  Weight
  Vest 
  1 sp to 50 gp 
  1/2 lb.1
  Wig 
  5 gp to 500 gp 
  1/2 lb. to  
    
   
  4 lbs.1
  Food, Drink, and Lodging
  Item 
  Cost 
  Weight
  Caydenbrew 
  5 cp/mug 
  1/2 lb.
  Coffee 
  1 cp/cup 
  1/2 lb.
  Corentyn wine 
  15 gp/bottle 
  1/2 lb.
  Dwarven stout 
  4 cp/mug 
  1/2 lb.
  Grog 
  2 cp/mug 
  1/2 lb.
  Kahve 
  2 cp/cup 
  1/2 lb.
  Linnorm mead 
  5 cp/mug 
  1/2 lb.
  Mwangi coffee 
  3 cp/cup 
  1/2 lb.
  Oldlaw whiskey 
  20 gp/bottle 
  1 lb.
  Rumboozle 
  1 sp/glass 
  1/2 lb.
  Tea 
  2 cp/cup 
  1/2 lb.
  Tea, ceremonial 
  4 cp/cup 
  1/2 lb.
  Tea ceremony set 
  25 gp 
  5 lbs.
  Mounts, Pets, and Related Gear
  Item 
  Cost 
  Weight
  Animal harness 
  2 gp 
  2 lbs.
  Bat 
  5 gp 
  1 lb.
  Bat, Uskwood 
  50 gp 
  2 lbs.
  Cage, Diminutive or Fine 
  10 gp 
  2 lbs.
  Cage, Huge 
  60 gp 
  960 lbs.
  Cage, Large 
  30 gp 
  240 lbs.
  Cage, Small or Medium 
  15 gp 
  60 lbs.
  Cage, Tiny 
  2 gp 
  5 lbs.
  Canary 
  4 cp 
  9 oz.
  Cat 
  3 cp 
  8 lbs.
  Cat, Osirion wise–eye 
  6 gp 
  8 lbs.
  Dog, combat-trained 
  25 gp 
  90 lbs.
  Dog, riding 
  150 gp 
  120 lbs.
  Dog sled 
  20 gp 
  300 lbs.
  Donkey rat 
  1 gp 
  50 lbs
  Elephant 
  1,000 gp 
  5 tons
  Falcon 
  40 gp 
  20 lbs.
  Falconry gauntlet 
  10 gp 
  1 lb.
  Hawk 
  18 gp 
  20 lbs.
  Horse, heavy war 
  300 gp 
  1,200 lbs.
  Horse, heavy 
  200 gp 
  1,000 lbs.
  Horse, light war 
  110 gp 
  900 lbs.
  Horse, light 
  75 gp 
  600 lbs.
  Lizard 
  5 cp 
  2 oz.
  Lizard, Nex gecko 
  12 gp 
  4 oz.
  Monkey 
  3 gp 
  5 lbs.
  Owl 
  10 gp 
  1 lb.
  Owl, Verduran 
  20 gp 
  1 lb.
  Pack animal, donkey/mule 
  8 gp 
  600 lbs.
  Item 
  Cost 
  Weight
  Pack animal, ox 
  15 gp 
  1 ton
  Pack animal, yak 
  24 gp 
  2 tons
  Pseudodragon 
  200 gp 
  7 lbs.
  Rat 
  1 cp 
  1 lb.
  Rat, blue 
  1 gp 
  1 lb.
  Rat, dire 
  5 gp 
  50 lbs.
  Raven 
  2 gp 
  3 lbs.
  Snake, constrictor 
  5 gp 
  60 lbs.
  Snake, viper 
  5 gp 
  10 oz.
  Stirge 
  20 gp 
  1 lb.
  Toad 
  2 cp 
  7 oz.
  Toad, vision 
  10 gp 
  5 oz.
  Weasel 
  2 gp 
  8 oz.
  Entertainment Items
  Item 
  Cost 
  Weight
  Board games 
  1 sp–10 gp 
  2 lbs.
  Bowling set 
  5 sp–10 gp 
  15 lbs.
  Kites 
  1 sp–2,000 gp 
  1 lb.–5 lbs.
  Loaded dice, average 
  10 gp 
  —
  Loaded dice, superior 
  50 gp 
  —
  Marked cards 
  1 gp 
  1 lb.
  Puzzle box 
  1 gp–1,000 gp 
  1 lb.–5 lbs.
  Black Market Items
  Item 
  Cost 
  Weight
  Allnight 
  75 gp 
  —
  Bachelor snuff 
  1 gp 
  —
  Belladonna  
  2 gp 
  —
  Clear ear 
  15 gp 
  —
  Flayleaf 
  20 gp 
  2 lbs. 
  Garlic 
  1 sp  
  1 lb.
  Holly 
  — 
  —
  Mistletoe 
  — 
  —
  Night tea 
  1 sp 
  —
  Pesh  
  20 gp 
  —
  Shoanti barbarian chew 
  1 gp 
  —
  Slave 
  75 gp 
  175 lbs.
  Slave, hard labor 
  100 gp 
  200 lbs.
  Slave, household 
  50 gp 
  130 lbs.
  Slave, slip (halfling) 
  100 gp 
  39 lbs.
  Slave, specialized 
  500 gp 
  160 lbs.
  Tobacco 
  1 gp 
  2 lbs. 
  Wolfsbane 
  5 sp 
  —
  Woundweal 
  100 gp 
  —
  1 These items weigh one-quarter this amount when made for 
  Small characters. Containers for Small characters also carry 
  one-quarter of the normal amount.
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  COMPANION
  ®
  TM
  Combat
  Equipment Tricks
  I
  n the hands of a professional warrior, everything 
  becomes a weapon—even the simplest, most 
  mundane piece of gear. Equipment tricks give those 
  who school themselves in combat fresh ways to apply 
  their hard-won abilities. Each trick relies on a specific 
  feat, skill, or class feature in conjunction with the 
  appropriate piece of equipment (listed in parentheses 
  after the name of the trick).
  New Feat: Equipment Trick 
  (Combat)
  Choose one piece of equipment, such as boots, 
  cloak, rope, shield, or heavy blade scabbard. You 
  understand how to use that item in combat.
  Prerequisite: Base attack bonus +1.
  Benefit: You may use any equipment 
  tricks relating to the item if you meet the 
  appropriate trick requirements. If the item 
  would normally be considered an improvised 
  weapon, you may treat it as a normal weapon or an 
  improvised weapon, whichever is more beneficial 
  for you.
  Special: You can gain Equipment Trick multiple 
  times. Each time you take the feat, it applies to a new 
  type of equipment.
  Heavy Blade Scabbard Tricks
  In addition to the feat, skill, or other requirement 
  listed for each of these tricks, you must have the 
  Equipment Trick (heavy blade scabbard) feat to use 
  a trick. You may use these tricks with any sword 
  scabbard designed for a heavy blade (see the fighter 
  weapon groups on page 56 of the Pathfinder RPG Core 
  Rulebook). At your GM’s discretion, you may be able to 
  use some of these tricks with a scabbard intended for 
  a light blade, but that requires a separate Equipment 
  Trick feat and may be less effective.
  Capture Weapon (Improved Disarm): When you 
  successfully disarm an opponent’s manufactured 
  weapon, as a free action you may flip the disarmed 
  weapon into your scabbard so long as the weapon 
  would fit there. If you are not holding the scabbard 
  in hand and attempt this, you have a –4 penalty on 
  the disarm check. At the GM’s discretion, you can also 
  use this trick on any item the opponent is holding as long 
  as it would fit in your scabbard (such as a wand). You can 
  only use this trick if you are wearing or holding your 
  empty scabbard.
  Find the Hidden (Blind-Fight): You can use your 
  scabbard to probe for hidden dangers. As a move action, 
  you may sweep your scabbard through an adjacent square 
  where you suspect there is an invisible creature; make a 
  touch attack and roll the miss chance normally. If it hits 
  and you have an available attack, you may attack 
  that target once with a –2 penalty and no miss 
  chance for invisibility. All other attacks you 
  make against that creature (whether in that 
  round or otherwise) do not gain this benefit 
  (though you can sweep again on your next turn).
  Grab Purchase (Climb 5 ranks): You can use 
  your scabbard as leverage to halt a fall, keep 
  yourself from getting dragged, or prevent 
  other sorts of involuntary movement 
  by grabbing your scabbard with a free 
  hand, jamming it into a hard surface, and 
  clinging to it. Whenever you fail a Climb check, 
  you may attempt to catch yourself while falling 
  with a +10 bonus; your GM may rule that some 
  walls require you to hold your scabbard with two 
  hands rather than one or are too smooth for this trick 
  to work. If subjected to involuntary movement such as 
  a bull rush, you may spend a move action from your 
  next turn to use your scabbard as an anchor, giving you 
  a +5 bonus to your CMD to resist the movement. If you 
  spend this move action, you only get a standard action 
  during your next turn.
  Hurl Scabbard (Quick Draw): You can draw your 
  weapon in such a way that you send your combat scabbard 
  (see page 3) whirling off to strike at any creature in sight. 
  This ranged attack is a swift action and is treated as a 
  thrown weapon.
  Steer Opponent (Improved Bull Rush): You can use your 
  scabbard to move a foe into the perfect position for you 
  to make your attack. As a swift action, use your scabbard 
  to make a bull rush against an opponent. If you succeed, 
  instead of pushing him back, you direct your target into the 
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  path of your next attack. You gain a +2 bonus on your next 
  attack roll against the target, and +1 for every additional 
  5 feet your bull rush could have pushed your opponent if 
  you had chosen to push him back. If you fail the bull rush 
  attempt, you are considered flat-footed against that target 
  until your next turn.
  Tangle 
  Leg 
  (Improved 
  Trip, 
  Throw 
  Anything): When you draw your weapon, 
  you may send its combat scabbard whirling 
  off to strike an opponent’s legs. This bonus 
  attack is a swift action and requires you to 
  make a trip attack against the target. The 
  target can be no larger than your own size 
  category, and the range penalty applies to 
  your trip attempt. If you succeed, the target 
  is knocked prone. Failing this attempt does 
  not knock you prone unless you are within 
  your opponent’s reach.
  Shield Tricks
  In addition to the feat, skill, or other 
  requirement listed for each of these tricks, 
  you must have the Equipment Trick (shield) 
  feat and proficiency in (non-tower) shields to 
  use a trick. You may use these tricks with any 
  light or heavy shield. At your GM’s discretion, 
  you may be able to use some of these tricks 
  with a tower shield or buckler, but that requires a 
  separate Equipment Trick feat for that kind of shield 
  and may add a penalty on the associated roll.
  Break Ground (Improved Trip, Throw Anything): 
  In place of a melee attack, you can throw your shield 
  at an opponent’s feet, interfering with his movement 
  and perhaps tripping him. You must be holding (not 
  wearing) your shield or using a throwing shield to use 
  this trick. Make a trip attack against your opponent. The 
  opponent can be no larger than your own size category, 
  and the range penalty applies to your trip attempt. If 
  you succeed, the target is knocked prone. Failing this 
  attempt does not knock you prone unless you are within 
  your opponent’s reach. Whether or not you succeed, 
  as long as your shield remains where you threw it, the 
  opponent treats that square as difficult terrain until he 
  moves out of the square. 
  Hurl Shield (Throw Anything): You can throw your 
  shield as a ranged improvised weapon. You must be 
  holding (not wearing) your shield to perform this trick. If 
  you are using a throwing shield, there is no reason to use 
  this trick.
  Little Wall (Escape Artist 5 ranks): You can contort your 
  body behind your shield in order to gain a brief moment 
  of security. Whenever you use the total defense action, 
  you may choose to gain cover instead of the normal dodge 
  bonus to AC.
  Keen Eye (Perception 5 ranks): You have mastered the 
  art of using the reflective surface of your shield to locate 
  foes that you dare not look at directly. On your turn, you 
  may choose to forfeit your shield’s AC bonus for 1 round 
  to improve your defenses against one creature using a 
  gaze attack. Your chance to avoid having to make 
  a saving throw against that creature’s gaze 
  attack increases to 100%, and the creature 
  does not gain concealment against you. 
  For every 5 ranks in Perception you have 
  above 5, you may simultaneously use this 
  ability against another creature with a 
  gaze attack.
  Release Shield (no prerequisites): You 
  may remove a light or heavy shield as a 
  swift action instead of a move action. You 
  may remove a throwing shield (see page 5) 
  as a free action. Once you’ve removed the 
  shield, you may hold it in one hand or drop 
  it as a free action.
  Ricochet Shield (Deadly Aim, Throw 
  Anything): When you throw a shield, you 
  can bounce it off one or more hard surfaces 
  in order to strike a target from an unexpected 
  angle or to bypass an obstacle such as cover. Each 
  object you ricochet your shield off of imposes a –2 
  penalty on the attack roll. Range increments apply for 
  the total distance the shield travels, not just the direct 
  distance between you and the target.
   Shield Gag (Improved Grapple, Throw Anything): 
  You can force your shield into the mouth of a creature 
  to prevent it from using bite attacks or other mouth-
  based abilities. Make a grapple check against a creature 
  at least two sizes larger than your size category. If you 
  succeed, you wedge your shield into its mouth. At any 
  time you may release your shield, which means you 
  both lose the grappled condition and return to your 
  own squares, though your shield remains in its mouth. 
  The creature may remove the shield by destroying it (or 
  leaving it with the broken condition), forcing the shield 
  out of its mouth with a grapple check against your CMB, 
  or swallowing it (if it has the swallow whole ability) as if 
  the shield were a creature.
  While the shield is in place, the monster cannot use 
  its mouth to make attacks (such as a bite or a giant frog’s 
  sticky tongue) against anything but the shield and cannot 
  speak clearly enough to cast spells or use items requiring 
  speech. If it uses a breath weapon, its range is half normal 
  and any damage dealt must first get through the shield, 
  with any remaining damage affecting the area normally.
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  COMPANION
  ®
  TM
  Faith
  Channel Foci
  focus 
  Cost 
  Weight 
  Authoritative vestments  
  450 gp  
  15 lbs.
  Chains of contrition 
  200 gp 
  2 lbs. 
  Consecrated weapon 
  +150 gp 
   — 
  Hallowed chalice 
  200 gp 
  2 lbs. 
  Instrument of the divine  
  200 gp 
  3 lbs. 
  Lock of the saved 
  +50 gp 
  1 lb.
  Meditation crystal 
  100 gp 
  1 lb.
  Pectoral crest 
  75 gp 
  4 lbs. 
  Sanctified rings (pair) 
  5 gp 
  —
  Sanctified shield 
  +100 gp 
  — 
  Spiked focus ward 
  100 gp 
  2 lbs. 
  Teaching staff 
  75 gp 
  5 lbs. 
  H
  oly symbols (and unholy symbols) represent a 
  covenant between the mortal and the divine. 
  They allow the most pious to call forth the 
  power of the gods themselves. Whether used to smite 
  enemies of the devout or to offer succor to the faithful, 
  holy symbols erase all doubt that the gods have a plan for 
  their mortal children. A channel focus is a garment or 
  other object that incorporates a holy or unholy symbol, 
  and has a special power when a member of that symbol’s 
  religion channels energy through it.
  Activating a focus is identical to channeling energy, 
  but instead of directing the power outward, the cleric 
  (or other appropriate character) directs it into the focus, 
  expending one use of channel energy. This triggers the 
  item’s ability; the channel does not have any of its normal 
  effects (for example, a cleric channeling positive energy 
  through her focus would not heal living creatures or harm 
  undead in the area). The cleric must wear or hold the 
  focus, as appropriate. She can still use channel energy in 
  the normal way, even while wearing or holding a channel 
  focus. An activated channel focus radiates faint conjuration 
  (positive energy) or necromancy magic (negative energy). 
  An unactivated focus is completely nonmagical—it is a 
  channel for the magical positive or negative energy, but 
  has no magic of its own.
  Because a focus includes the holy symbol of a specific 
  religion, in most cases a cleric cannot activate the focus of 
  another faith (though your GM may rule that a member of 
  an allied church can activate another religion’s focus). A 
  cleric whose deity allows positive or negative channeling 
  may use either type to activate a focus, though some foci 
  may have different effects depending on what kind of 
  energy activates them. The cleric can use the focus as a 
  holy symbol (whether activated or not), though if it is a 
  worn item rather than a held item she must touch the 
  item with a free hand.
  Authoritative Vestments: Typically worn by senior 
  members of a faith, these cumbersome but splendidly 
  ornate garments create an aura of dignity and gravitas 
  that few dare to challenge. When activated, the garments 
  make you seem more impressive and worthy of respect 
  to all viewers within 60 feet of you; you may make a 
  single Diplomacy check to change the attitudes of these 
  viewers as a swift action. You can only use this ability on 
  a particular viewer once per day (additional attempts have 
  no effect, though you can still persuade viewers normally 
  without the help of the focus).
  Chains of Contrition: Each carefully forged link of 
  these masterwork manacles (with a good lock) contains 
  a parable or other quotes excerpted from sacred texts. 
  Activating the focus increases its Disable Device, Escape 
  Artist, and break DCs by 5; its hardness increases by 2 and 
  its hit points by 4. This effect lasts 24 hours or until the 
  creature frees itself or is released. 
  Consecrated Weapon: Consecrated weapons may be of 
  any type—swords, axes, masterwork, mithral, and even 
  magical—and function appropriately. When activated, 
  the cleric charges the weapon with positive or negative 
  energy (as appropriate) so it deals extra damage when 
  it hits a target. This functions like the Channel Smite 
  feat, except the additional damage is equal to half the 
  cleric’s channel energy damage (the target makes a Will 
  save as normal, based on the cleric’s channel energy DC). 
  The weapon remains charged with this energy until it 
  successfully strikes a creature or 24 hours pass, whichever 
  comes first. Creatures other than the cleric are able to use 
  the charged weapon and this ability.
  Hallowed Chalice: Before it is used, this elegant 
  drinking vessel must be filled with water, wine, or another 
  ceremonial liquid appropriate to the faith. Activating the 
  chalice charges the liquid with channeled energy; any 
  member of the faith who drinks the entire contents of 
  the chalice (as if drinking a potion) recovers hit points or 
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  Faith: Channel Foci
  takes damage as if the cleric had used her channel energy 
  on him (including all feats and abilities that affect the DC 
  and damage). The liquid in the chalice remains charged 
  until consumed, spilled, or 24 hours pass; some chalices 
  include a cover to prevent spillage.
  Instrument of the Divine: This masterwork musical 
  instrument may be of any type (lyre, harp, drum, and so 
  on). As a focus, it transforms faith into powerful music. 
  Once activated, a member of the cleric’s faith can draw 
  upon the power in the instrument to add a sacred (if 
  positive energy) or profane (if negative energy) bonus on 
  his next Perform check; this bonus is equal to the number 
  of dice of the cleric’s channel energy ability. The bonus 
  persists for the entirety of the performance.
  Lock of the Saved: This sturdy lock may be of any 
  quality; the cost of making it a channel focus is in 
  addition to the normal lock cost. When activated, the 
  lock’s Disable Device DC and the break DC for whatever 
  it is locking (such as a door or chest) increase by 5; the 
  lock gains +2 hardness and +4 hit points. The lock retains 
  these bonuses for 24 hours or until it is forced open 
  (including picking the lock).
  Meditation Crystal: Though this focus is usually a 
  hand-sized crystal, the exact form (such as a wooden 
  idol, an iron disk, and so on) may vary for some religions. 
  A monk or paladin of the cleric’s faith may concentrate 
  upon an activated meditation crystal, taking no actions 
  for 1 minute, and regain 1 ki point or one use of lay on 
  hands. Once activated, the crystal retains its energy 
  until a monk or paladin uses it for this purpose or 24 
  hours pass.
  Sanctified Rings: A single tiny religious symbol 
  adorns each ring in this matched pair. If two people 
  each wear one of the rings and clasp hands, a cleric may 
  activate both rings with one use of channel energy. If 
  the person wearing one of these rings dies or removes it, 
  the other ring instantly cracks; the wearer of the broken 
  ring knows if it cracked because the other wearer died or 
  the ring was removed.
  Sanctified Shield: A sanctified shield may be any type 
  of shield (including bucklers, tower shields, and even 
  magical shields). When activated, a sacred shield adds a +1 
  sacred (if positive energy) or profane (if negative energy) 
  bonus to the wearer’s Armor Class. This bonus lasts for 24 
  hours or until the wearer is struck in combat, whichever 
  comes first. Creatures other than the cleric are able to use 
  the charged shield and this ability.
  Spiked Focus Ward: This holy symbol has a small nail 
  or spike somewhere along its length, allowing it to be 
  hammered it into a wall, tree, floor, or any hard surface. 
  Once fixed in place and activated, it stores channeled 
  energy until it is touched by a creature of at least Small 
  size or 24 hours pass. If touched, the focus releases the 
  stored power as if you used channel energy, though it 
  only heals or deals half the normal damage (including all 
  feats and abilities that affect the DC and damage). Good 
  clerics use these items to provide healing in large battles 
  where a cleric may not be nearby; evil clerics often use 
  them as traps.
  Teaching Staff: Carved from heartwood and bearing 
  ornate symbols along its length, this staff is used to reveal 
  critical or uplifting information to other members of the 
  faith, usually during a sermon. When activated, all 
  creatures of the cleric’s religion gain a sacred (if 
  positive energy) or profane (if negative energy) 
  bonus on Knowledge (religion) checks for 1 
  minute; this bonus is equal to the number of 
  dice of the cleric’s channel energy ability.
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  COMPANION
  ®
  TM
  Magic
  Alchemical Power Components
  A
  n alchemical power component is an alchemical 
  item used as a material component or focus for 
  a spell in order to alter or augment the spell’s 
  normal effects.  What follows is a sample of these effects; 
  your GM may allow other combinations. Spells followed by 
  an (M) expend the alchemical item as a material component; 
  those followed by an (F) use the item as a focus and do not 
  expend it. In both cases, the alchemical item does not have 
  its normal effect and does not affect any other parameters 
  of the spell. You cannot use the same item as both a focus 
  and a material component at the same time.
  Acid
  A common flask of acid has many uses as a power 
  component, particularly with attack spells.
  Acid Arrow (M): The spell’s acid lasts 1 round longer 
  than normal.
  Acid Fog (M): The fog’s radius and height increase by 5 feet.
  Acid Splash (F): The spell deals +1 point of damage.
  Acid Splash (M): The spell lasts 1 round longer than normal.
  Dispel Magic (M): Using acid as a material component 
  while attempting to dispel or counterspell a spell or effect 
  with the earth subtype gives you a +2 bonus on your dispel 
  check. This bonus applies whether you are using dispel magic, 
  greater dispel magic, or some other spell that you can use for 
  counterspelling (for example, if you have the Improved 
  Counterspell feat).
  Grease (M): The grease is acidic and deals 1 point of acid 
  damage per round to any creature in the area or holding 
  the greased object.
  Wall of Ice (M): For each flask of acid used as a power 
  component, you may designate one 10-foot square of ice 
  wall that, if broken through, deals 1d6 acid damage in 
  addition to the normal cold damage.
  Alchemical Grease
  This substance (described on page 9) is good for augmenting 
  spells affecting or creating surfaces.
  Grease (M): Increase the Reflex save DC for affected creatures 
  and the Escape Artist bonus for greased armor by 1.
  Sleet Storm (M): Increase the Acrobatics DC by 1.
  Wall of Iron (M): For each pot of grease used as a power 
  component, you may designate one 10-foot square of iron 
  wall as being slippery (+5 to Climb DCs).
  Wall of Stone (M): For each pot of grease used as a power 
  component, you may designate one 10-foot square of the 
  spell’s stone wall as being slippery (+5 to Climb DCs).
  Alchemist’s Fire
  This dwarven favorite can make fire spells last longer.
  Burning Hands (M): One target that fails its Reflex 
  saving throw (your choice) catches on fire as if it has been 
  struck by alchemist’s fire.
  Fireball (M): One target per caster level that fails its 
  Reflex saving throw (your choice) catches on fire as if it has 
  been struck by alchemist’s fire.
  Flaming Sphere (M): Any creature damaged by a 
  flaming sphere catches on fire as if it has been struck by 
  alchemist’s fire.
  Protection from Energy (M): If cast to ward against cold, 
  increase the amount of fire damage absorbed by 5.
  Resist Energy (M): If cast to ward against cold, increase 
  the fire resistance to 12. At caster level 7th, you may use two 
  flasks of alchemist’s fire as a power component to increase 
  the fire resistance to 24. At caster level 11th, you may use 
  three flasks as a power component to increase the fire 
  resistance to 36. 
  Scorching Ray (F): Add a +1 circumstance bonus on your 
  attack roll with all rays from the spell.
  Scorching Ray (M): Any target damaged by a scorching ray 
  catches on fire as if it has been struck by alchemist’s fire.
  Antiplague
  Certain healing spells have greater effects when used with 
  this substance (see page 9).
  Heroes’ Feast (M): For each vial of antiplague used as a 
  power component, one creature eating the feast gains the 
  benefits of antiplague for 12 hours. Antiplague’s normally 
  foul taste does not change the taste of the feast.
  Remove Disease (M): Add +2 on your caster level check 
  to cure diseases on the target.
  Antitoxin
  Like antiplague, this substance can augment certain 
  healing spells.
  Neutralize Poison (M): Add +2 on your caster level check 
  to neutralize poison on a target creature. Antitoxin has no 
  effect when you cast the spell on an object.
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  Magic: Alchemical Power Components
  Bladeguard
  Weapons and armor aren’t the only things bladeguard (see 
  page 9) protects.
  Wall of Iron (M): For each pot of bladeguard used as a power 
  component, you may designate one 10-foot square of iron wall 
  that has acid resistance 10 and immunity to rusting attacks.
  Flash Powder
  Useful as a distraction, flash powder (see page 10) makes 
  light-burst spells more dangerous.
  Flare (M): Increase the saving throw DC of the spell by 2.
  Pyrotechnics (M): When used to create fireworks, increase 
  the DC by 1 and the blindness duration by 1 round. 
  Itching Powder
  This powder (see page 10) can make an otherwise innocuous 
  spell especially irritating.
  Glitterdust (M): For each packet of itching powder used 
  as a power component, you may designate one creature in 
  the area to be affected by itching powder (DC 12).
  Repel Vermin (M): The first vermin that enters the 
  emanation is subject to the effects of itching powder 
  (DC 15). Each packet of itching powder beyond the first 
  means the spell affects another vermin that enters the 
  emanation. A swarm of vermin counts as one vermin for 
  the purpose of this effect.
  Summon Swarm (M): Increase the swarm’s distraction 
  DC by 2.
  Liquid Ice
  This substance (see page 11) augments cold magic.
  Cone of Cold (M): The spell deals +1 point of damage 
  per caster level.
  Gentle Repose (M): The spell’s duration increases to 2 
  days per level.
  Ray of Frost (F): The spell deals +1 point of damage.
  Ray of Frost (M): The spell creates an icicle of frozen 
  water vapor that strikes the target and deals 1d3 points of 
  piercing damage and 1 point of cold damage.
  Protection from Energy (M): If cast to ward against fire, 
  increase the amount of cold damage absorbed by 5.
  Resist Energy (M): If cast to ward against fire, increase 
  the cold resistance to 12. At caster level 7th, you may use two 
  jars of liquid ice as a power component to increase the cold 
  resistance to 24. At caster level 11th, you may use three jars 
  as a power component to increase the fire resistance to 36.
  Smokestick
  These items work best with spells that create clouds or smoke.
  Fog Cloud (M): Increase the radius of the cloud by 5 feet.
  Obscuring Mist (M): The spell creates a smoky haze 
  instead of mist. This haze cannot be dispersed by fire 
  spells and dissipates naturally after 1 minute.
  Pyrotechnics (M): Increase the radius of the cloud by 5 
  feet and the duration by 2 rounds.
  Tanglefoot Bag
  These sticky pouches can make a troublesome spell even worse.
  Black Tentacles (M): For each tanglefoot bag used as a 
  power component, you may reroll the tentacles’ grapple 
  check against one creature of your choice.
  Slow (M): For each tangelefoot bag used as a power 
  component, you may designate one slowed creature as 
  being affected by a tanglefoot bag.
  Web (M): Increase the DC of breaking free by making a 
  combat maneuver or Escape Artist check by 1.
  Thunderstone
  While they are effective enough on their own, these stones 
  have useful interactions with some spells.
  Alarm (M): If cast as a mental alarm, you may have 
  the spell activate a mental and audible alarm. If cast as 
  an audible alarm, the alarm is as loud as a thunderstone 
  and affects creatures in a 10-foot-radius spread as if a 
  thunderstone had detonated there.
  Glyph of Warding (M): Creatures that fail their 
  saves against a blast glyph are also deafened as if by a 
  thunderstone.
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  COMPANION
  ®
  TM
  Persona
  Arayam Bismut, Alchemist for Hire
  A
  rayam is an alchemist for hire, using the money 
  he makes to fuel his research into alchemical 
  healing so he can save his spellcaster sisters from 
  the curse that eventually kills everyone in his family—a 
  curse to which he is strangely immune. Occasionally 
  Arayam signs on with a group of adventurers as a mobile 
  alchemist’s shop, using the adventures as a way to hone his 
  skills, learn new things, and bring in some hard coin.
  Arayam travels light, but his alchemical equipment is 
  still heavy enough that he needs a packhorse. He is an 
  excellent rider and keeps his horses under control but is 
  generally unwilling to leave his equipment unattended 
  for any length of time. He’s happy to stay behind and 
  guard the animals if it seems like danger is in the 
  offing, though if there are likely to be significant magic 
  or alchemical secrets involved in the adventure, he may 
  insist on coming along.
  Arayam can craft any alchemical items for which he 
  has the raw materials. In addition, his researches into 
  alchemical healing give him a +4 competence bonus on 
  his Craft (alchemy) checks to craft antiplague, antitoxin, 
  or similar healing or affliction-preventative items.
  Arayam is spindly and eccentric looking. He usually 
  wears leather goggles with glass lenses to protect his 
  eyes from alchemical reagents. His hair is pale and often 
  somewhat frizzy due to exposure to chemical fumes. He 
  often works long hours and doesn’t get enough sleep; that 
  and his line of work make his eyes bloodshot. For all that, 
  he is friendly, his smile is warm, and his empathy toward 
  those in difficult situations is unmatched.
  The Bismut Curse
  For as long as the family has kept records, every 
  Bismut child has been magically talented. Some three 
  generations ago, however, a terrible affliction visited 
  itself upon the family: a wasting illness completely 
  resistant to magical healings. Neither the healing spells 
  of the most powerful clerics nor the abjurations of the 
  most powerful wizards had any affect on the malady. 
  The illness, generally referred to as the Bismut Curse, 
  eats away at the constitution of its victims, beginning in 
  the teen years and eroding health to the point of death 
  somewhere in the thirties. Every child had the curse, 
  and with only one exception, the second generation 
  chose not to have children so as not to visit the curse 
  upon their progeny.
  The one exception was Markolin Bismut, who married 
  young and sired nine children, all daughters save for the 
  last, before he succumbed to the illness at age 43. His 
  eight daughters all exhibited the same high-magic ability 
  of the rest of the Bismut dynasty, but his ninth child, 
  Arayam, showed no magical talent whatsoever. It wasn’t 
  until his late teens that it became clear that Arayam was 
  unaffected by the Bismut curse.
  Arayam was the black sheep of the family, the only 
  Bismut in recorded history to be entirely mundane. 
  Some of his sisters were resentful that he was spared 
  the illness that was beginning to work on them, and his 
  mother often lamented that one of her talented daughters 
  hadn’t been gifted with his blessing of long life. With 
  the encouragement of his sisters Alayna and Kinsiya, 
  Arayam took up the study of alchemy as a way to prove to 
  his family that he could do great things as well. He soon 
  began dabbling in alchemical healing, a study entirely 
  overshadowed by divine healing.
  Arayam became convinced that there must be an 
  alchemical cure for the Bismut curse, some chemical 
  admixture that would stop or even reverse the 
  constitutional deterioration of his sisters.
  ArAyAM BISMuT
  Male human expert 6 
  NG Medium humanoid (human)
  Init +0; Senses Perception +11
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 33 (6d8+6)
  fort +4, ref +3, Will +8
  OffEnSE
  Speed 30 ft.
  Melee dagger +3 (1d4–1/19–20)
  ranged mwk light crossbow +5 (1d8/19–20) or
  splash weapon +4 ranged touch (varies)
  TACTICS
  During Combat Arayam uses whatever bolts or alchemical items 
  seem most effective against a specific enemy. He is very 
  aware of the cost of this equipment and tries to be frugal 
  about expending these resources. He goes to great lengths 
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  Persona: Arayam Bismut, Alchemist for Hire
  to stay out of melee combat, suing tanglefoot bags to bind 
  opponents so he can move away.
  Morale Arayam is essentially a non-combatant. Unless he thinks 
  he can turn the tide, he hides or flees. He is willing to leave his 
  alchemical equipment behind if the situation is dire, but he 
  does not give up his notebooks and remains in danger long 
  enough to secure them.
  STATISTICS
  Str 8, Dex 10, Con 13, Int 18, Wis 14, Cha 12
  Base Atk +4; CMB +3; CMD 13
  feats Combat Expertise, Point-Blank Shot, Skill Focus (Craft 
  [alchemy]), Splash Weapon Mastery (see page 31)
  Skills Appraise +13, Craft (alchemy) +16, Diplomacy +10, Handle 
  Animal +7, Heal +11, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +6, Knowledge (engineering) +6, Knowledge 
  (geography) +6, Knowledge (history) +5, Knowledge (local) 
  +6, Knowledge (nature) +13, Perception +11, Ride +4, 
  Spellcraft +10, Survival +11
  languages Common, Draconic, Elven, Gnome
  Combat Gear potions of cure light wounds (3), potion of 
  cure moderate wounds, acid (4), alchemist’s fire (3), 
  antitoxin (2), smokesticks (2), sunrods (10), 
  tanglefoot bags (2), thunderstone; Other Gear 
  chain shirt; dagger; mwk light crossbow 
  with 10 bolts, +1 bane bolts (1 each of 
  monstrous humanoid, undead, and 
  vermin), +1 flaming bolt, and +1 frost bolt; 
  cloak of resistance +1; alchemist’s lab; 
  alchemical supplies (worth 100 gp); 
  notebook; pack horse with saddle; 
  tindertwigs (10); 52 gp
  The Bismut Sisters
  Arayam’s eight older sisters each specialized in a different school of magic, and most are celebrated as powerful wizards. As the disease 
  makes its inexorable process, each sister in turn diminishes and dies.
  regina: A master evoker, Regina was a fearless innovator in the field of architecture, weaving magic into the stone of her constructions. 
  The bridges she helped build are renowned for their clean lines, uncluttered by extraneous supports, trusses, and pilings.
  Emyra: Emyra was a scholarly recluse, fully devoted to the art of transmutation. While she was tight-lipped and her notes were never found, 
  rumor has it that at the time of her death she was in the final stages of determining a way to cast a permanent form of bear’s endurance.
  Jasmiya: Jasmiya, an enchantress, spent her considerable talents wiling her way into the highest levels of the royal court of Taldor. As 
  the malady neared its conclusion, she disappeared under mysterious circumstances.
  Antasia Tandarian: Antasia is a master of illusion and has used her powers to maintain the physique and appearance of a healthy 
  person, even though she is in the final throes of the illness. Antasia packs as much good living as possible into her remaining years and 
  is the center of a large circle of family, friends, and social contacts.
  Carmika: Carmika, a powerful conjurer, disappeared recently. Rumors abound that she made deals with the devils she summoned to 
  protect her from her illness, and that before her disappearance she was seen meeting with agents of Cheliax.
  Ephemiya: Ephemiya excels at the art of necromancy. She keeps up a regular correspondence with Arayam, largely about her efforts at 
  gaining immortality without becoming a lich. Arayam hopes to find an alchemical cure before lichdom becomes Ephemiya’s only alternative.
  Alayna and Kinsiya: Alayna and Kinsiya are both Eagle Knights of Andoran. Alayna uses her abjurations to bolster small teams on 
  important missions, while Kinsiya’s divinations help the organization prepare for any contingency. Kinsiya is a dreamy woman and can 
  have a hard time articulating her visions, but she claims to know with absolute certainty that Arayam will find a cure for the illness.
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  COMPANION
  ®
  TM
  Social
  Equipment Traits and New Feats
  S
  ome people define themselves by what they own. 
  These new traits and feats appeal to gear-obsessed 
  characters.
  equipment traits
  Many adventurers come to rely on certain gear to the 
  extent that the equipment and the adventurer each 
  become something more when the other is present. The 
  symbiosis between adventurers and their gear is varied 
  and complex. Below are several traits and feats that help 
  characters make the most of their equipment or use their 
  equipment to make the most of their skills.
  Traits are a game mechanic explained in the 
  free Pathfinder Roleplaying Game Character Traits Web 
  Enhancement, available at paizo.com/traits. In short, they 
  are ways to help you customize your character a little 
  more, and (in many cases) give the GM tools to strengthen 
  your character’s connection to the campaign world. Traits 
  are divided into categories such as Basic, Campaign, 
  Race, Regional, and Religion; this book introduces a new 
  trait category: Equipment Traits. Equipment Traits are 
  keyed to specific types of equipment. They represent an 
  unusual knack for a particular kind of equipment (such 
  as splash weapons) or for a specific item (such as a family 
  heirloom sword).
  The following Equipment Traits are available to any 
  character who has an available trait, as per the normal 
  trait rules.
  Augmented Disguise: You are especially good at 
  disguising yourself when you have props available. You 
  gain a +2 trait bonus on Disguise checks when wearing 
  a wig, false beard, or similar large prop, or if you are 
  wearing a special costume or eye-catching bauble that 
  reinforces your disguise.
  Dealmaker: You have the air of a person with money, 
  allowing you to buy and sell valuables that otherwise are 
  too rich for the local community. Once per week, when 
  looking for an item with a price greater than the local 
  community’s base value (see page 461 of the Pathfinder 
  RPG Core Rulebook), make a DC 10 Diplomacy check; add 
  10 to the DC for each community size category between 
  the current community and the community size with a 
  base value sufficient for that item. Success means (with 
  GM approval) you’re able to sell or purchase that item 
  as if the local community were of sufficient size. Each 
  additional attempt (successful or otherwise) in that 
  community increases the DC by an additional +10.
  Example: If you’re trying to find a +1 cloak of resistance 
  (1,000 gp), you’d normally need to be in a small town 
  (base value 1,000 gp) or larger to be able to find that item 
  with little trouble. If you’re currently in a hamlet, that’s 
  two community sizes away from a small town, so the 
  Diplomacy DC is 30. If you went to a village and asked 
  there, the DC would only be 20 because it’s only one 
  community size away from a small town.
  Extremely Fashionable: You really know how to make 
  a good impression when you’re dressed well. Whenever 
  you are wearing clothing and/or jewelry worth at least 150 
  gp (and not otherwise covered in gore, sewage, or other 
  things that mar your overall look), you gain a +1 trait 
  bonus on Bluff, Diplomacy, and Intimidate checks. One 
  of these skills (your choice) is a class skill for you.
  Heirloom Weapon: You carry a weapon that has been 
  passed down from generation to generation in your 
  family. This heirloom weapon is of masterwork quality 
  (but you pay only the standard cost at character creation). 
  You gain a +1 trait bonus on attack rolls with this specific 
  weapon and are considered proficient with that specific 
  weapon (but not other weapons of that type) even if you 
  do not have the required proficiencies.
  Improvisational Equipment: You have an uncanny 
  knack for turning equipment to new and unexpected uses. 
  When using an item for anything other than its intended 
  purpose—such as using a crowbar as a grappling hook 
  or an old shirt to bandage a deadly wound—reduce 
  the improvisation penalty by  2. This does not apply to 
  improvised weapon penalties. Your GM may rule that 
  some things are just not suitable for use in certain ways; 
  for example, gluing a dead orc’s face to your own face 
  won’t help you disguise yourself as an orc.
  Iron Liver: Due to a lucky constitution or frequent 
  exposure, your body is resistant to poison, including 
  alcohol and drugs. You gain a +2 trait bonus on Fortitude 
  saves against poison and drugs, and a +4 trait bonus on 
  Fortitude saves to avoid the effects of alcohol.
  Power of Suggestion: People trust your words over their 
  own eyes. You may make a Bluff check to make observers 
  believe that an object in your possession is actually a 
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  Social: Equipment Traits and New Feats
  different object entirely. The DC for the check is 20 for 
  items of a similar size, shape, and color (such as a glaive 
  and a quarterstaff). Items of a different shape, size, or color 
  raise the DC by 5 for each dissimilar aspect, or more if the 
  dissimilarity is extreme. This deception lasts 1 minute; if 
  the item is still in view, the observers may recognize their 
  error unless you make another bluff check.
  Prehensile Whip: In your hand a whip has a life of its 
  own, wrapping around pillars and beams with ease. You 
  can use a whip as if it were a rope with a grappling hook 
  at the end. Attaching your whip is a standard action, but 
  detaching it is a full-round action.
  Quick Learner: You’re skilled at learning the feel of 
  a particular weapon after a few swings in combat. After 
  your first attack with a weapon in which you are not 
  proficient, the non-proficiency penalty decreases by 2 (to 
  a –2 penalty). This effect lasts only while you have the 
  weapon in hand; you must “relearn” the weapon each 
  time you pick it up.
  Rough and Ready: Your intense familiarity 
  with the tools of your trade allows you to 
  use them in combat as if they were actual 
  weapons and makes them more effective 
  for that purpose than they would 
  normally be. When you use a tool of your 
  trade (requiring at least 1 rank in the 
  appropriate Craft or Profession skill) as a 
  weapon, you do not take the improvised 
  weapon penalty and instead receive a +1 
  trait bonus on your attack. This trait is 
  commonly used with shovels, picks, 
  blacksmith hammers, and other 
  sturdy tools—lutes and brooms 
  make terribly fragile weapons.
  Stage Magic: You have put in 
  many hours practicing with flashy 
  alchemical items that enhance 
  your 
  Perform 
  skill. 
  When 
  you use an attention-getting 
  alchemical item such as a flask of 
  alchemist’s fire, smokestick, 
  thunderstone, or another 
  appropriate alchemical item 
  (GM’s discretion) as part of a 
  performance, you gain a +2 trait 
  bonus on your Perform check for 
  the duration of that performance. 
  The item is expended without 
  its normal effects and only serves 
  to make your performance more 
  impressive; for example, you could 
  pretend to ignite yourself with alchemist’s fire as 
  part of a Perform (comedy) check or make a dramatic 
  appearance with a smokestick as part of a Perform (act) 
  check, but you would not actually take fire damage or 
  gain concealment from smoke. 
  Stealthy Escape: You are adept at escaping from 
  confinement in an unobtrusive manner. When trying to 
  escape manacles, rope, or other similar restraints (but 
  not grapples or similar attacks), you may make a Sleight 
  of Hand check instead of your Escape Artist modifier. 
  If you free yourself, you gain a +2 trait bonus on Bluff 
  checks to pretend that you are still bound.
  Thrown-Together Fashion: You can modify old clothing 
  to make it effective in new circumstances. With a basic 
  sewing kit or disguise kit, you can make a Disguise check 
  to change one outfit into another outfit (see page 159 of the 
  Pathfinder RPG Core Rulebook, or page 13 of this book). The 
  DC of this check is equal to 10 + the gp difference between 
  costs of the outfits. The alteration takes 10 minutes 
  per 1-gp difference in the cost of the outfits.
  neW feats
  Quick hands and a knack for throwing 
  have saved many adventurers from a 
  gruesome death.
  Sly Draw
  You can draw your weapon with such 
  speed and finesse that your opponents 
  don’t realize they’re threatened.
  Prerequisite: Quick Draw.
  Benefit: When you draw a light 
  weapon, you may make a Sleight of Hand 
  check instead of a Bluff check to feint in 
  combat. Other feats and abilities that 
  affect a feint still apply to your feint.
  Splash Weapon Mastery
  You are adept at increasing the range, area, 
  and accuracy of splash weapons.
  Benefit: When throwing a splash 
  weapon, you act as if you had the 
  Far Shot feat. When you hit with 
  a splash weapon, select one 
  additional square adjacent to 
  the splash area; creatures in this 
  area also take splash damage. 
  When you miss with a splash weapon, 
  you may adjust the miss direction on 
  the grid by +1 or –1. This feat counts 
  as Far Shot for the purpose of qualifying 
  for other feats, but only in regard to splash 
  weapons.
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  COMPANION
  ®
  TM
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
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  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: 
  Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
  OPEn GAME lICEnSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
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  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed 
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  Coming next
  Gnomes are the most enigmatic of the civilized races—
  exiles from the First World, driven to explore and create 
  lest they fade and die. Read all about their strange inner 
  workings in Pathfinder Companion: Gnomes of Golarion!
  everything gnome
  Whether you want the history of gnomes since their arrival 
  on Golarion, hints and rumors about what happened in 
  the First World to drive them out, gnome senses, 
  outlook, physiology, psychology, culture, other 
  types of gnomes (such as deep gnomes and 
  spriggans), or new traits, it’s all here!
  Combat
  by Jeff Quick
  Gnomes love alchemy and gadgets, 
  and they use these obsessions to 
  create new weapons and armor, 
  such as a collapsible polearm, an 
  extendable mace, the ripsaw glaive, 
  and the snarlshield.
  Faith
  by Colin McComb
  Discover which gods the gnomes 
  worship, why these deities appeal to 
  them, how they express their faith, and the 
  role of the Bleaching in gnome wisdom, 
  plus game mechanics for the dreaded 
  gnome affliction.
  magiC
  by Owen KC Stephens
  Most gnomes have innate magical powers, and use these 
  like they would any tool—to explore their world and make 
  life interesting. This section also includes new feats to 
  extend gnome illusions or make illusions threatening, as 
  well as new illusion spells!
  and more!
  Gnome family life, relationships, and 
  language; two gnome cohorts; new 
  feats; descriptions of many gnome 
  settlements; the new Wonderseeker 
  faction—all the information you need to 
  make your gnome character unique and fun is 
  waiting at your fingertips!
  SubSCribe For 
  more Lore!
  Discover Golarion and learn more 
  about this rich, detailed campaign 
  world. Head over to paizo.com and 
  subscribe today to have each player-
  friendly 
  Pathfinder 
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  an12345685@lycos.com>, May 7, 2010
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  Weapons
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Light Melee Weapons
  Aklys 
  5 gp 
  1d4 
  1d6 
  ×2 
  20 ft. 
  2 lbs. 
  B 
  trip
  Dwarven maulaxe3 
  25 gp 
  1d4 
  1d6 
  ×3 
  10 ft. 
  5 lbs. 
  P or S
  Rope gauntlet 
  2 sp 
  1d3 
  1d4 
  ×2 
  — 
  2 lbs. 
  B (or S)
  Sawtooth sabre3 
  35 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  2 lbs. 
  S
  Sica 
  10 gp 
  1d4 
  1d6 
  ×2 
  — 
  3 lbs. 
  S
  Swordbreaker dagger 
  10 gp 
  1d3 
  1d4 
  ×2 
  — 
  3 lbs. 
  S 
  disarm, sunder
   
  One–Handed Melee Weapons
  Battle poi 
  5 gp 
  1d3 fire 
  1d4 fire 
  ×2 
  — 
  2 lbs. 
  fire
  Butterfly knife 
  5 gp 
  1d3 
  1d4 
  19–20/×2 
  — 
  1 lb. 
  P or S
  Dueling sword, Aldori3 
  20 gp 
  1d6 
  1d8 
  19–20/×3 
  — 
  3 lbs. 
  S
  Falcata3 
  18 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  4 lbs. 
  S
  Khopesh3 
  20 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  8 lbs. 
  S 
  trip
  Madu, leather 
  40 gp 
  1d3 
  1d4 
  ×2 
  — 
  5 lbs. 
  P
  Madu, steel 
  40 gp 
  1d3 
  1d4 
  ×2 
  — 
  6 lbs. 
  P
  Rhoka 
  5 gp 
  1d6 
  1d8 
  18–20/×2 
  — 
  6 lbs. 
  S
  Scorpion whip  
  5 gp  
  1d3  
  1d4  
  ×2 
  —  
  3 lbs.  
  S 
  disarm, reach, trip
  Shotel 
  30 gp 
  1d6 
  1d8 
  ×3 
  — 
  2 lbs. 
  P
  Temple sword3 
  30 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  3 lbs. 
  S 
  monk, trip
  Urumi3 
  50 gp 
  1d6 
  1d8 
  18–20/×2 
  — 
  6 lbs. 
  S
  Two–Handed Melee Weapons 
  Chain spear (flying talon) 3 
  15 gp 
  1d4/1d4 
  1d6/1d6 
  ×2 
  — 
  13 lbs. 
  S 
  trip
  Flambard 
  50 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  6 lbs. 
  S 
  sunder, trip
  Garrote 
  3 gp 
  1d4 
  1d6 
  ×2 
  — 
  1 lb. 
  S 
  grapple, see text
  Mancatcher 
  15 gp 
  1 
  1d2 
  ×2 
  — 
  10 lbs. 
  P 
  reach, trip, see text
  Meteor hammer  
  10 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  10 lbs. 
  B
  Scarf, bladed3 
  12 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  S 
  disarm, trip
  Ranged Weapons
  Boomerang 
  3 gp 
  1d4 
  1d6 
  ×2 
  30 ft. 
  3 lbs. 
  B 
  see text
  Double crossbow3 
  300 gp 
  1d6 
  1d8 
  19–20/×2 
  80 ft. 
  18 lbs. 
  P
  Lasso 
  1 sp 
  — 
  — 
  — 
  — 
  5 lbs. 
  — 
  see text 
  Launching crossbow3 
  75 gp 
  — 
  — 
  — 
  — 
  8 lbs. 
  —
  Shoanti bola3 
  15 gp 
  1d3 
  1d4 
  ×2 
  10 ft. 
  2 lbs. 
  B 
  Sling glove 
  5 gp 
  1d3 
  1d4 
  ×2 
  50 ft. 
  2 lbs. 
  B
  Throwing shield 
  +50 gp 
  1d4 
  1d6 
  ×2 
  20 ft. 
  — 
  B 
  trip 
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2 A weapon with two types is both types if the entry specifies “and,” and can be either type (wielder's choice) if the entry specifies “or.”
  3 This item appears in the Pathfinder Chronicles Campaign Setting.
  an12345685@lycos.com>, May 7, 2010
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  paizo.com/pathfinder
  Printed in China. PZO9410
  ®
  ™
  Hundreds of New Items!
  W
  hether your character’s in the market for an exotic weapon, a new pet, or an unusual 
  alchemical item to help in exploring old tombs, this book has it covered. Adventurer’s 
  Armory is the go-to sourcebook for supplementing your character’s gear; all of the items 
  are nonmagical and most of them are priced low enough that even 1st-level heroes can afford them! 
  Customize your equipment for any given adventure with the following:
  ►  New weapons and armor!
  ►  New alchemical items!
  ►  Skill aids and class-specific items!
  ►  New poisons and black-market goods!
  ►  Travelers’ comforts, such as cooking supplies and tents!
  ►  Adventurer favorites, like bladed boots and spring-loaded wrist sheaths!
  ►  New uses, rules, and tricks for mundane gear!
  ►  Divine items that react to channeled energy!
  ►  Power components for spells!
  ►  New traits!
  ►  An alchemist cohort to keep you supplied in the field!
  This player-friendly Pathfinder Companion works best with the 
  Pathfinder Roleplaying Game Core Rulebook or the 3.5 version of the 
  world’s oldest fantasy roleplaying game. Although suitable for play 
  in any fantasy world, it is optimized for the Pathfinder Chronicles 
  campaign setting.
  
SOURCE: textdata/thevault/Pathfinder/Armory.pdf