|||
Home
Actions/Activities
Afflictions
Ancestries
Archetypes
Backgrounds
Classes
Conditions
Creatures
Equipment
Feats
Hazards
Rules
Setting
Skills
Spells/Rituals
Traits
Licenses
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Character Creation +
Ancestries
Archetypes
Backgrounds
Classes
Feats
Skills
Creatures
Equipment
Setting
Spells/Rituals
Rules +
Actions/Activities
Conditions
Rules
Traits
Hazards
Sources
About the Archives +
Licenses
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
|
Player's Guide
Chapter 6: Items
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
.