Equipment

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Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight1
  30 ft. 20 ft.
Light armor
Padded 5 gp 1 8 0 5% 30 ft. 20 ft. 10 lbs.
Leather 10 gp 2 6 0 10% 30 ft. 20 ft. 15 lbs.
Studded leather 25 gp 3 5 –1 15% 30 ft. 20 ft. 20 lbs.
Chain shirt 100 gp 4 4 –2 20% 30 ft. 20 ft. 25 lbs.
Medium armor
Hide 15 gp 4 4 –3 20% 20 ft. 15 ft. 25 lbs.
Scale mail 50 gp 5 3 –4 25% 20 ft. 15 ft. 30 lbs.
Chainmail 150 gp 6 2 –5 30% 20 ft. 15 ft. 40 lbs.
Breastplate 200 gp 6 3 –4 25% 20 ft. 15 ft. 30 lbs.
Heavy armor
Splint mail 200 gp 7 0 –7 40% 20 ft.2 15 ft.2 45 lbs.
Banded mail 250 gp 7 1 –6 35% 20 ft.2 15 ft.2 35 lbs.
Half-plate 600 gp 8 0 –7 40% 20 ft.2 15 ft.2 50 lbs.
Full plate 1,500 gp 9 1 –6 35% 20 ft.2 15 ft.2 50 lbs.
Stone Plate 1,800 9 1 -6 35% 152 102 75 lbs.
Shields
Buckler 5 gp 1 –1 5% 5 lbs.
Shield, light wooden 3 gp 1 –1 5% 5 lbs.
Shield, light steel 9 gp 1 –1 5% 6 lbs.
Shield, heavy wooden4 7 gp 2 –2 15% 10 lbs.
Shield, heavy steel4 20 gp 2 –2 15% 15 lbs.
Shield, tower4 30 gp 43 2 –10 50% 45 lbs.
Extras
Armor spikes +50 gp +10 lbs.
Gauntlet, locked4 8 gp special n/a4 +5 lbs.
Shield spikes +10 gp +5 lbs.
Khazad Armored Kilt 20 1 6 0 10% 30 20 15 lbs.
Spirit-Bond Armor By Type By Type By Type By Type By Type By Type By Type By Type
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 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.

Armor for Unusual Creatures

Size Humanoid Nonhumanoid
  Cost Weight Cost Weight
Tiny or smaller* ×1/2 ×1/10 ×1 ×1/10
Small ×1 ×1/2 ×2 ×1/2
Medium ×1 ×1 ×2 ×1
Large ×2 ×2 ×4 ×2
Huge ×4 ×5 ×8 ×5
Gargantuan ×8 ×8 ×16 ×8
Colossal ×16 ×12 ×32 ×12
* Divide armor bonus by 2.

Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures (such as horses) have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on Table: Armor for Unusual Creatures and apply the multipliers to cost and weight for the armor type in question.

Armor Descriptions

Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.

Banded Mail: Banded mail is made up of overlapping strips of metal, fastened to a leather backing. The suit includes gauntlets.

Breastplate: Covering only the torso, a breastplate is made up of a single piece of sculpted metal.

Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.

Chain Shirt: Covering the torso, this shirt is made up of thousands of interlocking metal rings.

Chainmail: Unlike a chain shirt, chainmail covers the legs and arms of the wearer. The suit includes gauntlets.

Full Plate: This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.

Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus to your Combat Maneuver Defense to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.

The price given is for a single locked gauntlet. The weight given applies only if you're wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.

While the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)

Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.

Half-Plate: Combining elements of full plate and chainmail, half-plate includes gauntlets and a helm.

Hide: Hide armor is made up of the tanned and preserved skin of any thick-hided beast.

Leather: Leather armor is made up of pieces of hard boiled leather carefully sewn together.

Padded: Little more than heavy, quilted cloth, this armor provides only the most basic protection.

Scale Mail: Scale mail is made up of dozens of small overlapping metal plates. The suit includes gauntlets.

Shield, Heavy; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to spells and effects.

Shield Bash Attacks: You can bash an opponent with a heavy shield. See “shield, heavy” on Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Shield, Light; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects.

Shield Bash Attacks: You can bash an opponent with a light shield. See “shield, light” on Table: Weapons for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield's encumbrance.

Shield Spikes: These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

Splint Mail: Splint mail is made up of metal strips, like banded mail. The suit includes gauntlets.

Studded Leather: Similar to leather armor, this suit is reinforced with small metal studs.

Khazad Armored Kilt: The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt may be crafted for use on its own as light armor. Alternately, "armored kilt" versions of light and medium armor exist. Adding a kilt to a set of armor creates a new type of armor, so the pieces are not separately enchantable. An armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Heavy armor may not be crafted with an armored kilt: the kilt does not provide an armor bonus increase. On its own, it provides an AC bonus of 1, a max Dex of 6, ACP of 0, and is considered light armor. Its base ASF is 10%. Its basic price is 20 gold.

From SKR: Adding an armored kilt to an existing set of armor has the effect of creating a new type of armor, just as studded leather is leather with studs, chainmail is a chain shirt plus leg and arm coverings, and half-plate is chainmail plus plates. Once you add it to armor, don't think of it as a separate piece that you can add unique properties to, just consider the new armor as a whole. Just as you wouldn't say "I want to add magic to the studs of my studded leather armor" or "I want the plate parts of my half-plate to be adamantine" or even "I want to add enhancement bonuses just to the padding of my full plate," don't try to single out the armored kilt as a separate piece.

Spirit-Bonded Armor: See Special Materials, below.

Stone Plate: Because khazad.

Masterwork Armor

Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.

A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield.

The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.

All magic armors and shields are automatically considered to be of masterwork quality.

You can't add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

Magic Armor

For a listing of magic armors, see our Magic Items section. To see how magic armor and weaponry work in Pathfinder, including how they're priced and built, check out How Magic Armor and Weapons Work in PF. Armor must be of masterwork quality before accepting enchantments.

Weapons

For items such as normal arrows, bolts, or sling bullets, PCs are considered to have spent their "everyday funds" on them.


Equipment01.jpg


Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Unarmed Attacks
Unarmed strike 1d2 1d3 ×2 B nonlethal
Light Melee Weapons
Battle Aspergillum 5 gp 1d4 1d6 x2 4 lb. B See desc.
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S
Dagger, punching 2 gp 1d3 1d4 ×3 1 lb. P
Gauntlet 2 gp 1d2 1d3 ×2 1 lb. B
Gauntlet, spiked 5 gp 1d3 1d4 ×2 1 lb. P
Mace, light 5 gp 1d4 1d6 ×2 4 lbs. B
Sickle 6 gp 1d4 1d6 ×2 2 lbs. S trip
Wooden Stake 1d3 1d4 x2 10 ft. 1 lb. P
One-Handed Melee Weapons
Cestus 1d3 1d4 19-20×2 - 1 lb. B or P Monk, see Desc
Club 1d4 1d6 ×2 10 ft. 3 lbs. B
Defensable Parasol 150 1d4 1d6 x2 - 3 lb. P See Desc
Mace, heavy 12 gp 1d6 1d8 ×2 8 lbs. B
Morningstar 8 gp 1d6 1d8 ×2 6 lbs. B and P
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lbs. P
Two-Handed Melee Weapons
Longspear 5 gp 1d6 1d8 ×3 9 lbs. P brace, reach
Quarterstaff 1d4/1d4 1d6/1d6 ×2 4 lbs. B double, monk
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lbs. P brace
Ranged Weapons
Blowgun 2 gp 1 1d2 ×2 20 ft. 1 lb. P
Darts, blowgun (10) 5 sp
Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P
Bolts, crossbow (10) 1 gp 1 lb.
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P
Bolts, crossbow (10) 1 gp 1 lb.
Dart 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. P
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P
Sling 1d3 1d4 ×2 50 ft. B
Bullets, sling (10) 1 sp 5 lbs.
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lbs. S
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lbs. B
Handaxe 6 gp 1d4 1d6 ×3 3 lbs. S
Kukri 8 gp 1d3 1d4 18–20/×2 2 lbs. S
Main Gauche 10 1d3 1d4 19-20 x2 - 1 lb. P or S See Desc
Pick, light 4 gp 1d3 1d4 ×4 3 lbs. P
Sap 1 gp 1d4 1d6 ×2 2 lbs. B nonlethal
Shield, light special 1d2 1d3 ×2 special B
Spiked armor special 1d4 1d6 ×2 special P
Spiked shield, light special 1d3 1d4 ×2 special P
Starknife 24 gp 1d3 1d4 ×3 20 ft. 3 lbs. P
Sword, short 10 gp 1d4 1d6 19–20/×2 2 lbs. P
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 ×3 6 lbs. S
Flail 8 gp 1d6 1d8 ×2 5 lbs. B disarm, trip
Longsword 15 gp 1d6 1d8 19–20/×2 4 lbs. S
Pick, heavy 8 gp 1d4 1d6 ×4 6 lbs. P
Rapier 20 gp 1d4 1d6 18–20/×2 2 lbs. P
Scimitar 15 gp 1d4 1d6 18–20/×2 4 lbs. S
Shield, heavy special 1d3 1d4 ×2 special B
Spiked shield, heavy special 1d4 1d6 ×2 special P
Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lbs. P brace
Warhammer 12 gp 1d6 1d8 ×3 5 lbs. B
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18–20/×2 8 lbs. S
Glaive 8 gp 1d8 1d10 ×3 10 lbs. S reach
Greataxe 20 gp 1d10 1d12 ×3 12 lbs. S
Greatclub 5 gp 1d8 1d10 ×2 8 lbs. B
Flail, heavy 15 gp 1d8 1d10 19–20/×2 10 lbs. B disarm, trip
Greatsword 50 gp 1d10 2d6 19–20/×2 8 lbs. S
Guisarme 9 gp 1d6 2d4 ×3 12 lbs. S reach, trip
Halberd 10 gp 1d8 1d10 ×3 12 lbs. P or S brace, trip
Lance 10 gp 1d6 1d8 ×3 10 lbs. P reach
Ranseur 10 gp 1d6 2d4 ×3 12 lbs. P disarm, reach
Sansetsukon 8 gp 1d8 1d10 19-20x2 3 lbs. B blocking, disarm, monk
Tepoztopilli 8 gp 1d8 1d10 19-20x2 8 lbs. P or S fragile, reach
Scythe 18 gp 1d6 2d4 ×4 10 lbs. P or S trip
Dran Flail 20 1d8 1d10 19-20 x2 - 50 lbs B reach, but see special
Earthbreaker 35 1d8 2d6 20 x3 - 50 lbs B
Bardiche 13 1d8 1d10 19-20/x2 14 lbs. S Brace, Reach,See APG
Bec de corbin 15 1d8 1d10 ×3 12 lbs. B or P brace, reach, See APG
Bill 11 1d6 1d8 ×3 11 lbs. S brace, disarm, reach, See APG
Glaive-guisarme 12 gp 1d8 1d10 ×3 10 lbs. S brace, reach, See APG
Lucerne hammer 15 gp 1d10 1d12 ×2 12 lbs. B or P brace, reach, See APG
Ranged Weapons
Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lbs. P
Arrows (20) 1 gp 3 lbs.
Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lbs. P
Arrows (20) 1 gp 3 lbs.
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lbs. P
Arrows (20) 1 gp 3 lbs.
Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lbs. P
Arrows (20) 1 gp 3 lbs.
Atlatl (primitive) 2 1d4 1d6 x2 50 2 lbs P
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Kama 2 gp 1d4 1d6 ×2 2 lbs. S monk, trip
Nunchaku 2 gp 1d4 1d6 ×2 2 lbs. B disarm, monk
Sai 1 gp 1d3 1d4 ×2 1 lb. B disarm, monk
Siangham 3 gp 1d4 1d6 ×2 1 lb. P monk
Lucht Traveler's Knife 4 1d3 1d4 x2 10 1 lb P Disarm, Special (see text)
Claws of Attack, Orcish 25 1d4 1d6 18-20 x2 - 2 lbs S
Circleknife 40 1d4 1d6 20 x3 - 3 lbs S Disarm, See Desc
One-Handed Melee Weapons
Khopesh 20 gp 1d6 1d8 19-20/×2 8 lbs. S trip
Sword, bastard 35 gp 1d8 1d10 19–20/×2 6 lbs. S
Waraxe, dwarven 30 gp 1d8 1d10 ×3 8 lbs. S
Whip 1 gp 1d2 1d3 ×2 2 lbs. S disarm, nonlethal, reach, trip
Taiaha (primitive) 10 1d8/1d4 1d10/1d6 x2 x3 - 8 lbs B or P Double
Two-Handed Melee Weapons
Axe, orc double 60 gp 1d6/1d6 1d8/1d8 ×3 15 lbs. S double
Chain, spiked 25 gp 1d6 2d4 ×2 10 lbs. P disarm, trip
Flail, dire 90 gp 1d6/1d6 1d8/1d8 ×2 10 lbs. B disarm, double, trip
Hammer, gnome hooked 20 gp 1d6/1d4 1d8/1d6 ×3/×4 6 lbs. B or P double, trip
Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19–20/×2 10 lbs. S double
Urgrosh, dwarven 50 gp 1d6/1d4 1d8/1d6 ×3 12 lbs. P or S brace, double
Lucht Walking Stick 20 gp 1d4/1d4 1d6/1d6 x2 B Double, Special (see text)
Gnomish Transmogristaff 50 gp 1d4/1d4 1d6/1d6 x2 B Double, Special (see text)
Ranged Weapons
Bolas 5 gp 1d3 1d4 ×2 10 ft. 2 lbs. B nonlethal, trip
Hunting Bolas, Egalrin 15 1d3 1d4 20 x2 20 ft. 2 lb. B&P Trip, See Desc
Crossbow, hand 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lbs. P
Bolts (10) 1 gp 1 lb.
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P
Bolts (5) 1 gp 1 lb.
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lbs. P
Bolts (5) 1 gp 1 lb.
Net 20 gp 10 ft. 6 lbs.
Shuriken (5) 1 gp 1 1d2 ×2 10 ft. 1/2 lb. P monk
Sling staff, halfling 20 gp 1d6 1d8 ×3 80 ft. 3 lbs. B
Bullets, sling (10) 1 sp 5 lbs.
Siege Engines
Goblin Catapult 200 d6 or as per missile d8 or as per missile 20 x2 125 ft. 30 lbs. B -
Khazad Breaching Engine 400 2d8 3d8 20 x3 - 40 lbs. B -
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,” or either type (wielder's choice) if the entry specifies “or.”

Weapon Descriptions

Equipment02.jpg

Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.

Axe, Orc Double: A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.

Battle Aspergillum: Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow’s neck. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled.

Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.

Bolas: A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).

Bullets, Sling: Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.

Cestus: The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal lethal damage. If you are proficient with a cestus, you can have your unarmed strikes deal bludgeoning or piercing damage. Monks are proficient with the cestus. 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). A cestus can't be disarmed.

Chain, Spiked: A spiked chain is about 4 feet in length, covered in wicked barbs. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon.

Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Dagger: A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).

Dagger, Punching: A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.

Flail: A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.

Flail, Dire: A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.

Flail, Heavy: Similar to a flail, a heavy flail has a larger metal ball and a longer handle.

Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.

Gauntlet, Spiked: The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.

Glaive: A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.

Greatsword: This immense two-handed sword is about 5 feet in length.

Guisarme: A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.

Halberd: A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.

Javelin: A javelin is a thin throwing spear. Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama: Similar to a sickle, a kama is a short, curved blade attached to a simple handle.

Kukri: A kukri is a curved blade, about 1 foot in length.

Lance: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Longspear: A longspear is about 8 feet in length.

Longsword: This sword is about 3-1/2 feet in length.

Mace: A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.

Mace, Heavy: A heavy mace has a larger head and a longer handle than a normal mace.

Morningstar: A morningstar is a spiked metal ball, affixed to the top of a long handle.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

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

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku: A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.

Quarterstaff: A quarterstaff is a simple piece of wood, about 5 feet in length.

Ranseur: Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.

Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.

Sai: A sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy's weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.

Sansetsukon: Also called a three-section staff, this weapon is divided into three 2-foot-long segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.

Shield, Heavy or Light: You can bash with a shield instead of using it for defense.

Shortbow: A shortbow is made up of one piece of wood, about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow.

For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.

Shortspear: A shortspear is about 3 feet in length, making it a suitable thrown weapon.

Shortsword: This sword is about 2 feet in length.

Shuriken: A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Siangham: This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.

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

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

Sling Staff, Halfling: Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity.

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

A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.

Spear: A spear is 5 feet in length and can be thrown.

Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor, below, for details.

Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense.

Starknife: From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it.

Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat).

Sword, Bastard: A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Sword, Two-Bladed: A two-bladed sword is a double weapon—twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.

Tepoztopilli: The head of this wooden Stone Age polearm is edged with jagged bits of obsidian, glass, teeth, or similar materials. The wide head serves well for both piercing and slashing attacks.

Trident: A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.

Waraxe, Dwarven: A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.

Circleknife: Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Shield bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.

Claws of Attack, Orcish: This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.

Defensible Parasol: Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft--it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.

Earthbreaker: This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. A martial weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.

Flail, Dran: An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.

Gnomish Transmogristaff: This walking stick appears at first to be a normal quarterstaff, just well-crafted with a hint of style. However, at the press of a button it extends, losing its double-weapon property and becoming a two-handed reach weapon instead. The user decides which end of the staff is in use when the weapon is transformed in this way. When in its longer form, it may not be used to attack adjacent, nor does it threaten adjacent (just as with most reach weapons). Switching between these two modes is a free action decided at the start of your turn.

Such a transformation is often accompanied by a whirring or buzzing noise, or other effects.

Goblin Catapult: Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side (making reloading a move action). To use, one simply need load a or small-sized grenade weapon (nothing larger than a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however--a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer, instead!

Hunting Bolas, Egalrin: The egalrin hunting bolas is a lethal form of the normal bolas. It does lethal damage instead of nonlethal, and has the trip property. Egalrin treat this is a martial weapon.

Khazad Breaching Engine: A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).

Lucht Walking Stick: Developed by someone's famous great-great-grand-uncle-cousin-four times removed, its making fondly remembered at fireside tales and the subject of many a Tarien-inspired prank, the lucht walking stick is a master of utility. To most, it appears to be a normal quarterstaff. However, it contains a number of craftily hidden (and reinforced) compartments and levers which allow it to function as either a hammer and shovel in addition to a normal quarterstaff. Transforming it between functions requires 3 rounds. In addition, its hilt contains a slender dagger, and the other, a signal whistle and a tightly packed case containing flint and steel. A successful DC 20 perception check uncovers these functions.

A lucht may hide another item inside the walking staff by removing the flint and steel, though this item may be no larger or weighter than a ring. It is not infrequent for lucht use their staff to hide a small jewel for safekeeping while on the road.

Aside from proficiency, the walking stick may benefit from feats which also benefit quarterstaves.

Lucht Traveler's Knife: A heftier dagger with broader blade for parrying attacks, this blade serves a number of purposes for the traveler, as well as basic defense. Just as a normal dagger, it may be thrown to a distance of up to 10 feet, and may be used as both a piercing and slashing weapon. However, its unique shape grants a +2 bonus to disarm checks, and when wielded defensively or as part of a full defense action, grants its wielder an additional +1 shield bonus to AC.

Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. When fighting defensively or with full defense, a Main Gauche wielded in the off-hand grants a +1 shield bonus to AC.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Magic Weapons

For a listing of magic weapons, see our Magic Items section. To see how magic armor and weaponry work in Pathfinder, including how they're priced and built, check out How Magic Armor and Weapons Work in PF. Weapons must be of masterwork quality before accepting enchantments.

Firearms

The History of Firearms in Ea

Firearms are a somewhat recent, if dangerous, invention upon these lands. According to what records may be found, a gobber by the name of Fizzlebog developed them just decades past. He was a slender if quirky fellow known as a true gobber's gobber, though he was also said to be dangerous even among his kind. His kin soon exiled him and his inventions to the furthest reaches of their land. And, as he had been exiled, his discoveries were not uncovered for some time. They may not have been if not for an accident.

Once in the Desolation, he invented with abandon. By accounts, his inventions were dangerous accidents, though there is no telling truth from fiction with his maddened mind. At one point, desperate for funds, he outfitted a band of roving gnolls with his latest pride and joy. This pack stormed the self-made bandit kings of the Desolation, who fled as much from the noise as anything else.

Fizzlebog's two devices he'd sold out of desperation (or inspiration?) to the gnolls have since made their way over the world. The first he named the Dragonspitter, a single-held device crafted of artifice. He named it for at the time he was hallucinating the neighbor's windmill into the form of a dragon--and with two shots, removed its eye. Others name it the dragonspitter for the fire-red that erupts around the barrel as it fires, and its deadly bite.

The second was the Thunderbelcher, a two-handed device named by his neighbors. It sounded like thunder coming down, or even, one gobber claimed, as though Fizzlebog were taking aim and had destroyed the mountains themselves.

It was the Thunderbelcher's invention that finally drew worldwide notice, and more permanently exiled him to the Desolation with his inventions.

- Sage Orum


Firearm Rules

In game terms, firearms are a form of artifice--that is, a construction of mechanical parts and sometimes black powder mixed with bizarre alchemy and bound together by magic. Neither one works without the other, and such devices as the firearms will cease to function within an antimagic field.

The heavy magical element to firearms within Tenebrae's fantasy setting also means that real-world firearm terminology, expectations, and builds should not apply. Instead, treat them as a new sort of invention, unpredictable and fantastic that developed in a world unlike our own. "Barrels" may take on fantastic and fantasy-based looks, and their triggers (whatever form they take) often spark and sizzle with mana-energy.

Tenebrae uses Paizo's rules for firearms, found in the Innersea World Guide, with some modifications available to the Craft/Gunsmithing skill to allow for in-combat repairs, and additional feats for greater mastery. The applicable rules are repeated below, with thematic modifications.

At present, the basic pistol (dragonspitter) and basic musket (thunderbelcher) are available. As firearms in Tenebrae are primitive and composed of artifice, only the basic rules and options are used. Their artifice composition also means that the PC need not worry for the cost of 'basic' bullets.


Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

Gobbers are the only race which begin with firearm proficency. Artificers are the only class which begins with firearm proficiency.

Capacity: A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has.

Range and Penetration: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other. You only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat).

The Rapid Reload and Firearm Mastery feats reduce the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms. See our Feats page for Additional Firearm Feats to increase your firearms mastery.

Loading any firearm provokes attacks of opportunity.

One-handed Firearm: It is a standard action to load each barrel of a one-handed early firearm
Two-handed Firearm: It is a full-round action to load each barrel of a two-handed early firearm

Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing skill). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

See our Skills page for Additional Firearm Skills that may assist with handling misfires.

Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a buckler. However, a buckler must be actively wielded to receive the AC bonus. This means you can fire and reload a one-handed firearm while wielding a buckler, but may only carry a buckler while wielding a two-handed firearm.

Fire while Prone: Firearms, like crossbows, can be fired while their wielders are prone.

Firearms and Water: Being composed of artifice, firearms may be modified on the fly (given that the wielder has a few minutes to do so) to function underwater. Once done, the firearm suffers the same penalties when used in that environment. It also takes a few minutes to reverse this modification so it may function out of water.

Deflecting and Snatching Bullets: The Deflect Arrows feat and the Snatch Arrows feat can be used to deflect bullets. Neither of these feats can be used to deflect siege firearm attacks.

Firearms and Antimagic Fields: The heady artifice nature of firearms means that they will cease to function in antimagic field, though will resume function as normal once outside of it.

Firearms Table

Firearms
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range Increment
Misfire
Capacity
Weight
Type
Special
One-handed
Dragonspitter
1,000 gp*
1d6
1d8
20x4
20 ft.
1 (5 ft.)
1
4 lb.
B & P
-
Two-Handed
Thunderbelcher
1,500 gp*
1d10
1d12
20x4
40 ft.
1-2 (5 ft.)
1
9 lb.
B & P
-
* During chargen, Firearms are available at half price. After chargen, they are full price.


Firearm Descriptions

Dragonspitter: The single-shot dragonspitter is one of the most common firearms, although it is still rare enough to be an object of envy or curiosity to most. It is a standard action to load each barrel of a one-handed early firearm

Thunderbelcher: This long-barreled firearm has a much greater range than its cousin, the dragonspitter. It is a full-round action to load each barrel of a two-handed early firearm.

Damaging and Damaged Objects

Damaging Objects

Smashing an Object

Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver. Smashing an object is like sundering a weapon or shield, except that your combat maneuver check is opposed by the object's AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.

Versus Specific Attacks

Energy Damage: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Breaking Objects

When a character tries to break or burst something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to determine whether he succeeds. Since hardness doesn't affect an object's Break DC, this value depends more on the construction of the item than on the material the item is made of. Consult Table: DCs to Break or Burst Items for a list of common Break DCs.

If an item has lost half or more of its hit points, the item gains the broken condition (see Conditions) and the DC to break it drops by 2.

Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows:

Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.

A crowbar or portable ram improves a character's chance of breaking open a door (see Equipment).


DC to Break or Burst Items
Strength Check to... DC
Break down simple door 13
Break down good door 18
Break down strong door 23
Burst rope bonds 23
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26
Break down iron door 28
Condition DC Adjustment*
Hold portal +5
Arcane lock +10
* If both apply, use the larger number.

Object Attributes

Object Armor Class

Objects are easier to hit than creatures because they don't usually move, but many are tough enough to shrug off some damage from each blow. An object's Armor Class is equal to 10 + its size modifier (see Table: Size and Armor Class of Objects) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

Size and Armor Class of Objects
Size AC Modifier
Colossal –8
Gargantuan –4
Huge –2
Large –1
Medium +0
Small +1
Tiny +2
Diminutive +4
Fine +8

Object Hardness and Hit Points

Object Hardness: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points).

Object Hit Points: An object's hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points). Objects that take damage equal to or greater than half their total hit points gain the broken condition (see Conditions). When an object's hit points reach 0, it's ruined.

Very large objects have separate hit point totals for different sections.

Common Armor, Weapon, and Shield Hardness and Hit Points
Weapon or Shield Hardness Hit Points
Light blade 10 2
One-handed blade 10 5
Two-handed blade 10 10
Light metal-hafted weapon 10 10
One-handed metal-hafted weapon 10 20
Light hafted weapon 5 2
One-handed hafted weapon 5 5
Two-handed hafted weapon 5 10
Projectile weapon 5 5
Armor special armor bonus × 5
Buckler 10 5
Light wooden shield 5 7
Heavy wooden shield 5 15
Light steel shield 10 10
Heavy steel shield 10 20
Tower shield 5 20
Magic Armor and Weapons: Add +2 hardness for each +1 enhancement bonus of magic items, and +10 hp.
Armor Type: The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Special Materials: Special materials can modify these numbers. See special materials, below.
Common Substances
Substance Hardness Hit Points
Glass 1 1/in. of thickness
Paper or cloth 0 2/in. of thickness
Rope 0 2/in. of thickness
Ice 0 3/in. of thickness
Leather or hide 2 5/in. of thickness
Wood 5 10/in. of thickness
Stone 8 15/in. of thickness
Iron or steel 10 30/in. of thickness
Mithral 15 30/in. of thickness
Adamantine 20 40/in. of thickness


Common Objects
Object Hardness Hit Points Break DC
Rope (1 in. diameter) 0 2 23
Simple wooden door 5 10 13
Small chest 5 1 17
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28

Object Saving Throws

Magical Items: Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Unattended Non-Magical Items: Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks to determine order in which items are affected. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt. If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.

Object Immunities

Objects are immune to nonlethal damage and to critical hits.

Object Vulnerabilities

Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object's hardness.

Magic Armor, Shields, and Weapons

Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points.

Damaged Objects

A damaged object remains functional with the broken condition until the item's hit points are reduced to 0, at which point it is destroyed.

Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells. (eg. make whole or mending)

Animated Objects

Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).

Special Materials

Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Each of the special materials described below has a definite game effect. Some creatures have damage reduction making them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter.

Specific magic armors and weapons may not be modified to change their special material.

Some materials are limited to an organization or a group. PCs may gain access to these items through being a Sworn or an Active member member of such groups, possessing Influence with them (as per the spend), or by a nominal cost of 1 RPP in addition to the item or material's price. The nominal cost represents roleplay, making arrangements, and so on.


Adamantine

Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 (see Additional Rules). Armor made from adamantine grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.

Type of Adamantine Item Item Cost Modifier
Ammunition +60 gp per missile
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp

Darkwood

This rare magic wood is as hard as normal wood but very light.

Mechanics

Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.


Greenwood

The secret of greenwood lies in its harvesting. Each length is taken, with leaves still attached, from a tree animated by a treant and cut with care to avoid the death of the tree. A dryad then speaks to and shapes the wood, coaxing the living green of the leaves into the grain of the wood itself. The resulting wood remains alive as long as it is doused with at least one gallon of water (plus 1 gallon for every 10 pounds of the item's weight) once per week and allowed to rest for an hour in contact with fertile soil. Any wooden or mostly wooden item (such as a bow or spear) made from greenwood is considered a masterwork item. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from greenwood or do not gain any special benefit from being made of greenwood.

Mechanics

When damp and in contact with fertile soil, living greenwood heals damage to itself at a rate of 1 hit point per hour, even repairing breaks and regrowing missing pieces. If the weapon has the broken condition, it is repaired during the first hour of contact with fertile soil. Greenwood items take only one-quarter damage from fire.

Greenwood can be altered or enhanced with wood-shaping magic such as ironwood, shape wood, and warp wood. The duration of any such effect on a greenwood item is doubled.

HP/inch as wood; Hardness as wood; Cost To determine the price of a greenwood item, use the original weight but add 50 gp per pound to the price of a masterwork version of that item. Items made from darkwood cannot be made into greenwood.

Special

This item is specific the Ygdrassil Union, or any llyranesi or sylvanori focused group. See guidelines above for how to obtain access.

Iron, Cold

This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.

Cold iron has 30 hit points per inch of thickness and hardness 10.


Mithral

Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

Mithral has 30 hit points per inch of thickness and hardness 15.

Type of Mithral Item Item Cost Modifier
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Other items +500 gp/lb.

Obsidian

This black volcanic glass is extremely sharp, and can be shaped into a variety of weapons that do piercing and slashing damage. Bits of obsidian inserted into a length of tempered wood create effective swords called terbutjes.

Weapons: Obsidian can be used to craft light and one-handed weapons that do piercing or slashing damage, as well as spear tips and arrowheads. Obsidian weapons have half the hardness of their base weapon and have the fragile quality.

Armor: The fragile glass nature of obsidian is perfect for creating sharp points and blades, but those same qualities make it unsuitable for creating armor. Armor cannot be constructed from obsidian.

Mechanics: Cost 1/2 normal; Weight 3/4 normal

Silver, Alchemical

A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.

On a successful attack with a silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage). The alchemical silvering process can't be applied to nonmetal items, and it doesn't work on rare metals such as adamantine, cold iron, and mithral.

Alchemical silver has 10 hit points per inch of thickness and hardness 8.

Type of Alchemical Silver Item Item Cost Modifier
Ammunition +2 gp
Light weapon +20 gp
One-handed weapon, or one head of a double weapon +90 gp
Two-handed weapon, or both heads of a double weapon +180 gp

Spirit-Bonded

Armor of the Spirits, Elemental Blessed, Spirit Bonded, or Ygdrassil's Strength, this type of armor material is well-known among the folk of the forest, though its craft is personal and unique to each owner as well as the spirit they bonded with to craft it.

The Ygdrassil Union is rumored to have created the original ritual, and formed the first bonds. Spirit-bonded armor is made by a ritual that binds portions of spirits and elementals into strong materials suitable for armor. The result is a type of armor that does not violate a druid's code, and blends easily with the surroundings of the wild.

For a crafter to make spirit-bond armor, he or she must convince an elemental to cooperate and donate some of its living energies as part of the crafting ritual. This latter circumstance is often part of a storyline or quest. Characters active within the Union will have the easiest time obtaining the armor.

Spirit-bond armor, when crafted, adopts a similar look to the element it was crafted from, though it is never translucent or otherwise invisible. Armor crafted from an air elemental may be a whirling constrict of wind and storm, or appear to made of hardened rock and soil (earth).

The SFX of spirit armor may be carried into wildshape, though none of the properties (unless the druid has the appropriate enchantments). This means you can do a flaming bear, yes, but for effects only. Please don't abuse this--we think it's badass, fun, and would hate to have to take it away.

Mechanics

  • Cost: The cost of spirit-bond armor is two times the masterwork armor of that type (you may use spirit-bonded to replicate any normal armor type). Armor must be crafted from a single type of elemental, as the ritual does not allow for mixing--only "pure" forms may bind strongly enough to form armor. Armor crafted is assumed to be masterwork in quality.
  • Properties: Spirit-bond armor is immune to damage caused by its type of element, though it does not grant this bonus to its wearer. However, it may be enchanted to adapt the wearer to survive on a specific plane (of the type kin to the armor) at a 25% reduced cost. Representative of the bond required to produce such a piece of armor, the wearer of this sort of armor receives a +2 towards social rolls for interacting with the armor's element. In addition, as a reflection of its natural sources, the armor provides a +2 bonus to hide checks within a natural environment. It otherwise retains the same AC, ACP, and Max Dex of the original armor type.
  • Durability: SPirit-bond has 10 hit points per inch of thickness and hardness 8. Its width and appearance varies based on the type of elemental used. Spirit armor is always considered to be of masterwork quality.
  • Elements Available: Elementals that may contribute to armor are currently: Air, Earth, Fire, and Water.

Special

This item is specific the Ygdrassil Union. See guidelines above for how to obtain access.


Essence Bonding

During the ancient days of war, when the gods fought and the sildanyari clashed with the ancient oruch, warriors fought then as they do today--on the backs of great beasts. Many of these warriors, the wilder ones, were the precursors of the guardians within the Union today. Today, the guardians of Ea's wild spaces have retained in certain wisdom they learned from this ancient hardship.

Aside from the make of spirit armor, the Union possesses the ability to bind materials to the claws and fangs of their animal guardians. Conducted through the use of mystical rites, the Union literally binds the material to a creature's (or a druid's, or anyone who possesses them) natural weapons. Note, this only works on natural weapons such as bites or claws--it will not work on IUS.

This secret is closely guarded, and the Union will not perform it for just anyone. A kinship must exist--that is, the character must have some ties or contact with them (this would be roleplayed out).

Mechanics

This ritual allows a certain special material to be bonded to a natural weapon capable of accepting such a bond--that is, claws or fangs, though not rend. Once chosen/bonded, this may not be altered or changed.

Each natural weapon must be bonded separately. That is, of a creature has two claws, they are handled individually. The cost for such a weapon is based on a weapon of similar size and damage type (such as a dagger for a 1d4 bite attack, or a longsword for a larger one).

Despite the type of material, the bond does not render the attack masterwork, nor may it be enchanted (though effects such as AoMF would overlap, as per normal PF rules). The only 'effect' or benefit thereof is the bypassing of DR.

A druid (or even barbarian) who receives this bond only exhibits (or may use) the alteration when in an applicable form--such is the nature of the Union's work. The bond also does not typically alter the look overmuch--though a close examination will reveal a unique 'tint' or 'shade' that shows its difference. The natural weapon, such as claws and so forth, will continue to grow or break as normal for a creature of that type.

Special

This item is specific the Ygdrassil Union. See guidelines above for how to obtain access.


Steel, Living

Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living steel.

Mechanics

This glossy green metal slowly repairs itself. An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel.

Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way.

Living steel possess 35 hp per inch and Hardness 15. For costs, see table below.

Type of Living Steel Item Item Cost Modifier
Ammunition +10 gp per item
Weapon +500 gp per end
Light Armor +500 gp
Medium Armor +1000 gp
Heavy Armor +1,500 gp
Shield +100 gp
Other items +250 gp/lb.

Special

This item is specific to artificer guilds, or any khazadi-focused group. See guidelines above for how to obtain access.

Finding Special Materials

Special materials are found in other areas aside from the ones listed below. The local area is listed for convenience, for purposes of plots and roleplay. Tenebrae has an open policy towards these materials: players may purchase them any time they have funds with no scene required. Discounts on their purchases can be earned through roleplay and RPPs.

In general, adamantine and mithral sites tend to be jealously guarded and of national interest, so please check with staff briefly before including them in a PrP, though this is more for the "nation grabby-hands" effect.

Some materials are limited to an organization or a group. PCs may gain access to these items through being a Sworn or an Active member member of such groups, possessing Influence with them (as per the spend), or by a nominal cost of 1 RPP in addition to the item or material's price. The nominal cost represents roleplay, making arrangements, and so on.

Material Type Where It's Found (Locally)
Adamantine Adamantine is not an abundant resource, but is available if you know where to look. Sites are often guarded as part of national interest, and so the easiest method is negotiations with khazad trading-companies. Otherwise, adamantine may be found in dangerous areas: the outskirts of Merkabah, Genrivian battle sites, and ancient mines within the Red Ridge Mountains.

Merkabah itself is rumored to possess great treasures; visiting its interior is a DM scene, however, due to the theme. Please be aware that visiting Merkabah is requesting DMs remove their gloves, as it were, and PC death is a greater risk. ...but, adamantine may be found on its outskirts, which are dangerous--just less so.

Alchemical Silver For some reason, gnomes have a love of the stuff. It may be found among mines, one of the largest of which may be found in Happy Valley. This means it may be secured through gnomish traders.
Cold Iron Found within the deepest mountains of Khazad Duin and the Spine of the World, this may most easily be negotiated with khazad smiths and patrons of Reos.
Darkwood A material available through visits to the wildest places. It is most commonly available through Am'sheri traders, or through trade with the Ygdrassil Union.
Mithral Mithral is not an abundant resource, but is available if you know where to look. Sites are often guarded as part of national interest, and so the easiest method is negotiations with khazad or sildanyari trading-companies. Otherwise, mithral may be found in dangerous areas: ancient mines within the Red Ridge, for example, or at the ruins of old khazad or sildanyari nations (see Alexandrian history).
Obsidian Obsidian can most easily be traded for near the Am'shere Portal.
Spirit-Bonded Spirit-bonded armor is developed through rituals guarded by the Ygdrassil Union, and is a type of material which does not violate a druid's code. This material is generally available to active members of the Ygdrassil Union, or others, via RPP spend. See material description.
Essence Bonding Essence-bonding is a technique developed through rituals guarded by the Ygdrassil Union and shared with certain nations of the sildanyari to enhance a creature for defense of the wild places (and historically, for war). This technique is generally available to active members of the Ygdrassil Union, or others, via RPP spend. See material description. The Union does not generally provide the material to be bonded, outside of silver (that is something the character would need to RP separately).

Goods and Services

We generally don't worry about the details; the everyday 50' rope and torch is a lot to keep track of. Instead, characters' everyday funds are expected to go towards these sorts of items. If you'd like to see what we offer, or if something specific comes up such as wanting to hire a caster during a plot, please see the Core section of the PRD.

Additional Goods and Services

In addition to the Core Equipment section of the PRD, Tenebrae offers the following, most of which are quirky and thematic house items.


Additional General Gear
Item Price Weight
Alchemical Grease 5g 1 lb.
Alchemical Solvent (vial) 20g .5 lb.
Alchemist's Kindness 1g N/A
Artificer's Lab (Portable) 75g 20 lbs.
Antiplague (vial) 50g N/A
Bladeguard 40g N/A
Bloodblock 25g N/A
Casting Plaster 5s 5 lbs.
Clockwork Chess Set See desc  ??
Compass 10g .5 lb.
Earplugs 3cp --
Firearms Repair Kit 55 2 lbs.
Flash Powder 50g N/A
Gnomish Gyroparasol 150g 2 lbs.
Goblin Army Knife 50g 4 lbs.
Iron Spike 5cp 1 lb
Khazad Pulleygun 225g 8 lbs.
Light Detector 1g N/A
Mithral Chains (10') 1000g 2 lbs.
Moonrod 10g 1 lb.
Smoke Pellet 25g N/A
Smoked Goggles 10g --
Sneezing Powder 60g 2 lbs.
Soothe Syrup 25g .5 lb.
Spider Silk Rope 100g per 50' 3 lbs.
Star Charts 200g 1/2 lb.
Thanatopticon 300g 2 lbs.
Thurible 50g 3 lbs.
Waterproof Lantern +5g N/A
Alchemical Gear
Item Price Weight
Oil, Goblin Firebreath 5g --
Oil, Troll 50g --

Additional Goods and Services Descriptions

In addition to the Core Equipment section of the PRD, Tenebrae offers the following, most of which are quirky and thematic house items. (This has been mentioned on this page three times. XD)

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.


'Alchemist's Kindness: Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.


Antiplague: If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude 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.


Artificer's Lab, Portable: This compact version of a full-sized artificer's lab provides a +1 circumstance bonus on Craft (artifice) checks.


Beard Baubles: Beard baubles are worn by wizards as a sign of prestige (also as a vaguely subtle stand against the sildanyari domination of wizardry for so long). These are ioun stones that are re-threaded/designed to be worn in the beard or along a hat.


Bladeguard: This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one 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).


Casting Plaster: This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a splint for a broken bone. Hardened plaster has hardness 1 and 5 hp per inch of thickness. A 5-pound clay pot of plaster can cover about five square feet of flat space to a depth of one inch, five Medium forearm or lower-leg casts, or two full-arm or full-leg casts.


Clockwork Chess Set: Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess. However, any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.


Compass: An ordinary compass that points to the magnetic north pole grants its user a +2 circumstance bonus on Survival checks made to avoid becoming lost. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.


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.


Firearms Repair Kit: A crafting, repair kit for firearms. Otherwise similar to other craft skill kits.


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-radius burst are blinded for 1 round (Fortitude DC 13 negates).


Khazad Pullygun: From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 C/Artifice skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.


Gnomish Gyroparasol: The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.


Goblin Army Knife: It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds but no skill check is required.


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 spikes used as weapons deal damage as wooden stakes.


Light Detector: This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, dim light in 10 rounds. It is mainly used by creatures with darkvision to determine if creatures have recently passed through an area carrying light. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.


Mithral Chains: These chains are more difficult to break than standard chains, and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.


Moonrod: This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (to a maximum of normal) for a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and worthless.


Oil, Goblin Firebreath: 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 the 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 performer's 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).


Oil, Troll: This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.


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.


Smoked Goggles: These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).


Sneezing Powder: This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.


Soothe Syrup: This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Spider Silk Rope: This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.


Star Charts: These charts let the user track the movement of the stars and other celestial bodies. Anyone referencing one of these charts on a clear night can attempt a DC 20 Knowledge (geography) check to determine her approximate location and the month. In addition, these charts grant a +2 circumstance bonus on Survival checks made to avoid getting lost at night with a clear sky.


Thanatopticon: A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 circumstance bonus to Heal checks--this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.


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.


Waterproof Lantern: 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. Existing lanterns may be modified to possess this ability.