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Player's Guide
Chapter 6: Items
Source
Advanced Player's Guide pg. 247
The investigator's trusty detective kit, a swashbuckler's flashy dueling cape, and a witch's effervescent cauldron are nearly as iconic as the characters who use them. For any hero, the gear and treasure they wield and collect throughout their adventures can play as important a role as any other facet of their character, from weapons steeped in cultural history to fantastic treasures of unparalleled worth!
This chapter presents a variety of brand-new equipment and treasure that expands on and supplements the options provided in
Chapter 6: Equipment
and
Chapter 11: Crafting & Treasure
of the
Core Rulebook
. In particular, the gear that follows is especially suitable for the new ancestries and classes presented in this book, but the multitude of new items can enhance and enrich all types of characters.
As it combines material from two chapters of the
Core Rulebook
, this chapter is divided into the following sections.
Weapons and Adventuring Gear
Source
Advanced Player's Guide pg. 247
This section includes class kits for the new classes presented in this book, so you can quickly equip a new character with the armor, weapons, and gear they'll need to start adventuring! The full rules for weapons and adventuring gear appear in Chapter 6 of the Core Rulebook.
Class Kits
Source
Advanced Player's Guide pg. 249
If you want to quickly decide how to spend your starting money when playing a class from this book, start with one of these kits. The Armor, Weapons, and Gear entries include the basics, and the Options entries suggest additional items you might purchase with your leftover money to fit your character. Note than an
adventurer's pack
, which is included in each kit, is 1 Bulk and contains a
backpack
, a
bedroll
, 10 pieces of
chalk
,
flint and steel
, 50 feet of
rope
, 2 weeks'
rations
,
soap
, 5
torches
, and a
waterskin
.
Crafting and Treasure
Source
Advanced Player's Guide pg. 247
The second portion of this chapter consists of a catalog of new alchemical items, snares, and both consumable and permanent magic items, including runes.
Alchemical Items
Source
Advanced Player's Guide pg. 247
Alchemical items are consumable, non-magical items that rely on the properties of volatile alchemical reagents to produce their effects. Rules for alchemical items, including the rules for
bombs
,
elixirs
, and
poisons
, are located
here
.
Snares
Source
Advanced Player's Guide pg. 247
Snares
are small, simple traps to damage or hamper your foes that you can create and deploy quickly enough to utilize on a battlefield. Snares are nonmagical consumable items. The full rules for creating and using snares are located
here
.
Magic Items
Source
Advanced Player's Guide pg. 247
The remainder of this chapter contains the descriptions of dozens of new magic items. These items are divided into two subcategories for ease of reference: consumable magic items, including
ammunition
,
oils
,
potions
, and
talismans
. Permanent items consist of
armor
,
held items
,
runes
,
shields
,
staves
,
wands
,
weapons
, and
worn items
. Items are organized alphabetically within each section. Rules for activating and investing items, for sustaining and dismissing activations, and for reading an item's stat block are located
here
.