Rules Index | GM Screen | Player's Guide


Chapter 6: Equipment

Gear

Source Core Rulebook pg. 287 4.0
Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.

Gear Statistics

Source Core Rulebook pg. 287 4.0
Tables 6–9 and 6–10 list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the item’s Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses.

Hands

Source Core Rulebook pg. 287 4.0
This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items).

Wearing Tools

Source Core Rulebook pg. 287 4.0
You can make a set of tools (such as alchemist's tools or healer's tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use.

Adventuring Gear

Source Core Rulebook pg. 287 4.0
These items follow special rules or require more detail.

Class Kits

Source Core Rulebook pg. 289 4.0
If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an adventurer's pack, which is included in each kit, 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.

Alchemist Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 8 gp, 4 sp, 2 cp; Bulk 3 Bulk, 7 light; Money Left Over 6 gp, 5 sp, 8 cp
Armor studded leather armor
Weapons 20 sling bullets, dagger, sling
Gear 2 sets of caltrops, adventurer's pack, alchemist's tools, basic crafter's book
Options repair kit (2 gp)

Barbarian Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 4 gp; Bulk 3 Bulk, 5 light; Money Left Over 11 gp
Armor hide armor
Weapons 4 javelins
Gear adventurer's pack, grappling hook
Options greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)

Bard Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 7 gp, 5 sp, 2 cp; Bulk 4 Bulk, 4 light; Money Left Over 7 gp, 4 sp, 8 cp
Armor studded leather armor
Weapons 20 sling bullets, dagger, rapier, sling
Gear adventurer's pack, musical instrument (handheld)

Champion Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 4 gp, 7 sp; Bulk 3 Bulk, 7 light; Money Left Over 10 gp, 3 sp
Armor hide armor
Weapons 4 javelins, dagger
Gear adventurer's pack, crowbar, grappling hook
Options steel shield (2 gp), your deity's favored weapon (see your deities entry; use the Price listed in the weapon's entry)

Cleric Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 2 gp, 2 sp; Bulk 1 Bulk, 3 light; Money Left Over 12 gp, 8 sp
Gear 2 sets of caltrops, adventurer's pack, religious symbol (wooden)
Options your deity's favored weapon (see your deities entry; use the Price listed in the weapon's entry), hide armor (2 gp)

Druid Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 4 gp, 4 sp; Bulk 4 Bulk, 4 light; Money Left Over 10 gp, 6 sp
Armor leather armor
Weapons 4 javelins, longspear
Gear adventurer's pack, holly and mistletoe
Options healer's tools (5 gp)

Fighter Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 3 gp, 8 sp; Bulk 3 Bulk, 2 light; Money Left Over 11 gp, 2 sp
Armor hide armor
Weapons dagger
Gear adventurer's pack, grappling hook
Options greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp)

Monk Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 5 gp, 3 sp; Bulk 3 Bulk, 2 light; Money Left Over 9 gp, 7 sp
Weapons 10 darts
Gear adventurer's pack, climbing kit, grappling hook, smokestick (lesser)
Options staff (0 sp), longspear (5 sp)

Ranger Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 3 gp, 7 sp; Bulk 2 Bulk, 1 light; Money Left Over 11 gp, 3 sp
Armor leather armor
Weapons dagger
Gear adventurer's pack
Options longbow and 20 arrows (6 gp, 2 sp), longsword and steel shield (3 gp), 2 shortswords (1gp, 8 sp), snare kit (5 gp)

Rogue Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 6 gp, 2 sp; Bulk 4 Bulk, 1 light; Money Left Over 8 gp, 8 sp
Armor leather armor
Weapons dagger, rapier
Gear adventurer's pack, climbing kit
Options thieves' tools (3 gp)

Sorcerer Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 2 gp, 3 sp, 2 cp; Bulk 1 Bulk, 6 light; Money Left Over 12 gp, 6 sp, 8 cp
Weapons 20 sling bullets, dagger, sling
Gear 2 sets of caltrops, adventurer's pack

Wizard Kit

Legacy Content

Source Core Rulebook pg. 289 4.0
Price 3 gp; Bulk 2 Bulk, 2 light; Money Left Over 12 gp
Weapons staff
Gear adventurer's pack, material component pouch, writing set
Options crossbow with 20 bolts (3 gp, 2 sp)

Alchemical Gear

Source Core Rulebook pg. 292 4.0
The items listed on Table 6–11 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each item’s full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis.

Alchemical Bombs

Source Core Rulebook pg. 292 4.0
Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.

Lesser acid flask, lesser alchemist's fire, lesser bottled lightning, lesser frost vial, lesser tanglefoot bag, lesser thunderstone

Elixirs

Source Core Rulebook pg. 292 4.0
Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.

Lesser antidote, lesser antiplague, minor elixir of life

Alchemical Tools

Source Core Rulebook pg. 292 4.0
Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.

Smokestick, sunrod, tindertwig

Magical Gear

Source Core Rulebook pg. 293 4.0
The items on Table 6–12 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items’ full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis.

Consumable Magic Items

Source Core Rulebook pg. 293 4.0
You can typically purchase holy and unholy water in a settlement. Particularly good settlements tend to ban unholy water and evil settlements tend to ban holy water.

Holy Water, Unholy Water

Potions

Source Core Rulebook pg. 293 4.0
Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562.

Minor Healing Potion

Scrolls

Source Core Rulebook pg. 293 4.0
Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564.

Talismans

Source Core Rulebook pg. 293 4.0
A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565.

Potency Crystal

Formulas

Source Core Rulebook pg. 293 4.0
Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language it’s written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.

You can buy common formulas at the Price listed on Table 6–13, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else’s formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!

If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you’re left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you’d normally be able to salvage.

The item’s disassembled parts are worth half its Price in raw materials and can’t be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials.

Table 6-13: Formulas

Item LevelFormula Price
0*5 sp
11 gp
22 gp
33 gp
45 gp
58 gp
613 gp
718 gp
825 gp
935 gp
1050 gp
1170 gp
12100 gp
13150 gp
14225 gp
15325 gp
16500 gp
17750 gp
181,200 gp
192,000 gp
203,500 gp
*Formulas for all 0-level common items from this chapter can be purchased collectively in a basic crafter's book.

Items with Multiple Types

Source Core Rulebook pg. 293 4.0
If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.

Services

Source Core Rulebook pg. 294 4.0
The services listed under Services describe expenditures for common services and consumables.

Cost of Living

Source Core Rulebook pg. 294 4.0
Table 6–16 shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.

Table 6-16: Cost of Living

Standard of LivingWeekMonthYear
Subsistence*4 sp2 gp24 gp
Comfortable1 gp4 gp52 gp
Fine30 gp130 gp1,600 gp
Extravagant100 gp430 gp5,200 gp
* You can attempt to Subsist using Society or Survival for free.

Animals

Source Core Rulebook pg. 294 4.0
The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as they’re frightened. If you successfully Command your Animal using Nature (page 249), you can keep it from fleeing, though this doesn’t remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions.

Warhorses and warponies are combat trained. They don’t become frightened or fleeing during encounters in this way.

Statistics for the animals appear in the Pathfinder Bestiary.

Barding

Source Core Rulebook pg. 295 4.0
You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Table 6-18: Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5

Items and Sizes

Source Core Rulebook pg. 295 4.0
The Bulk rules in this chapter are for Small and Medium creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on Table 6–19.

These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM’s control. In most cases, Small or Medium creatures can wield a Large weapon, though it’s unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.

Bulk Conversions for Different Sizes

Source Core Rulebook pg. 295 4.0
As shown in Table 6–19, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn’t treat any items as having negligible Bulk.

Table 6-19: Bulk Conversions

Creature SizeBulk LimitTreats as LightTreats as Negligible
TinyHalf-none
Small or Med.StandardL-
Largex21 BulkL
Hugex42 Bulk1 Bulk
Gargantuanx84 Bulk2 Bulk

Items of Different Sizes

Source Core Rulebook pg. 295 4.0
Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. Table 6–20 provides the Price and Bulk conversion for such items.

For example, a morningstar sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.

Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature.

Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on Table 6–20, then use the formula in the precious material’s entry to determine the item’s Price. See page 578 for more information.

Table 6-20: Differently Sized Objects

Creature SizePriceBulkLight BecomesNegligible Becomes
TinyStandardHalf*——
Small or Med.StandardStandardL—
Largex2x21 BulkL
Hugex4x42 Bulk1 Bulk
Gargantuanx8x84 Bulk2 Bulk
* An item that would have its Bulk reduced below 1 has light Bulk.