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.
The table on page 291 lists 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.
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).
You can make a toolkit (such as an alchemist’s toolkit or healer’s toolkit) easier to use by wearing it. This easy access allows you to draw and replace the tools within as part of the action that uses them, rather than needing to Interact to draw them. You can wear up to 2 Bulk of toolkits in this manner; any beyond this limit must be stowed or drawn with an Interact action to use.
These items follow special rules or require more detail.
The items listed on the Alchemical Gear table are the most widely available alchemical items on Golarion, which a 1st-level character could likely access. Each item’s full entry appears in GM Core. Your GM might allow you to start with other alchemical items from there on a case-by-case basis.
Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. You throw a bomb as a ranged Strike. It's a martial ranged weapon with a range increment of 20 feet and can't benefit from runes since it's a consumable.
A bomb deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. Add the damage together before applying resistance or weakness, and don't multiply splash damage on a critical hit.
Elixirs are alchemical items you drink with a single action that has the manipulate trait, gaining the listed benefit.
Alchemical tools are a type of alchemical item you use, rather than drink or throw. They all have the alchemical and consumable traits.
Included in this section are assistive items for a variety of disabilities. If a character has been disabled from birth or for a significant period of time before setting out on their adventure, they should begin with any basic assistive items they require as part of their backstory. These items don’t count against their starting money (page 25), and any item granted in this way likewise has no value when sold.
Formulas are formalized instructions for making items. Their primary purpose is to reduce the time it takes you to start the Craft activity, which is helpful for items you'll make frequently. You can usually read a formula as long as you can read the language it's written in, even if you lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas. If you obtain a formula for an uncommon or rarer item, you have access to that item so you can Craft it. These formulas can be significantly more valuable—if you can find them at all!
For the Price listed on the table, you can buy a common formula or pay an NPC to let you copy their formula. 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.
If you have a formula, you can Craft a copy of it using the Crafting skill. You can also Craft a formula by reverse-engineering it from an item you possess. Use the formula's Price and the item's Craft DC. You must meet any requirements to Craft the item, except you don't need to have access to the item or meet any special Craft Requirements listed in the item's stat block unless the GM determines otherwise.
Table 6-13: Formulas
| Item Level | Formula Price |
| 0* | 5 sp |
| 1 | 1 gp |
| 2 | 2 gp |
| 3 | 3 gp |
| 4 | 5 gp |
| 5 | 8 gp |
| 6 | 13 gp |
| 7 | 18 gp |
| 8 | 25 gp |
| 9 | 35 gp |
| 10 | 50 gp |
| 11 | 70 gp |
| 12 | 100 gp |
| 13 | 150 gp |
| 14 | 225 gp |
| 15 | 325 gp |
| 16 | 500 gp |
| 17 | 750 gp |
| 18 | 1,200 gp |
| 19 | 2,000 gp |
| 20 | 3,500 gp |
*Formulas for all 0-level common items from this chapter can be purchased collectively in a
basic crafter's book.
The services listed on
Basic Services and Cuisine describe expenditures that can come up during travels and time spent in settlements.
The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on the table. Arranging transportation into dangerous lands can be more expensive or impossible.
Spellcasting services are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.
Spellcasting Services
| Spell Rank | Price* |
| 1st | 3 gp |
| 2nd | 7 gp |
| 3rd | 18 gp |
| 4th | 40 gp |
| 5th | 80 gp |
| 6th | 160 gp |
| 7th | 360 gp |
| 8th | 720 gp |
| 9th | 1,800 gp |
* Plus any cost required to cast the specific spell.
Cost of living provides a total cost to covers room and board, dues, taxes, and other fees. You typically need to track and pay for your cost of living only during downtime.
Table 6-16: Cost of Living
| Standard of Living | Week | Month | Year |
| Subsistence* | 4 sp | 2 gp | 24 gp |
| Comfortable | 1 gp | 4 gp | 52 gp |
| Fine | 30 gp | 130 gp | 1,600 gp |
| Extravagant | 100 gp | 430 gp | 5,200 gp |
* You can attempt to Subsist using
Society or
Survival for free.
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 unless specifically trained otherwise. When combat begins, they become
frightened 4 and
fleeing as long as they're frightened. If you successfully
Command an Animal using
Nature, 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 Monster Core.
Animals
| Animal | Specific Animal | Rental Price* (Per Day) | Purchase Price |
| Bird | Messenger raven | 8 cp per day | 4 gp |
| Hunting eagle | 8 sp per day | 8 gp |
| Dog | Guard dog | 1 cp per day | 2 sp |
| Service dog | 6 cp per day | 4 gp |
| Riding dog | 6 cp per day | 4 gp |
| Horse | Riding horse | 1 sp per day | 8 gp |
| Warhorse | 1 gp per day | 30 gp (level 2) |
| Pack animal | 2 cp per day | 2 gp |
| Pony | Riding pony | 8 cp per day | 7 gp |
| Warpony | 8 sp per day | 24 gp (level 2) |
| * Might require a deposit equal to the purchase Price. |
You can purchase special armor for animals, called barding (shown on the Barding table). All animals have a trained proficiency rank in light barding, and combattrained 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 (use the statistics for Small barding for creatures below Small size). Barding can’t be etched with magic runes, though special magical barding might be available.
Table 6-18: Barding
| Size | Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength |
| Light | Small or Medium | 10 gp | +1 | +5 | -1 | -5 ft. | 2 | +3 |
| Large | 20 gp | +1 | +5 | -1 | -5 ft. | 4 | +3 |
| Heavy | Small 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 |
Nethys Note: This page combines Player Core 1 and 2's quick equipment packages.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 that an
adventurer’s pack, which is included in each kit, is 1 Bulk and contains a
backpack,
bedroll, 10 pieces of
chalk,
flint and steel, 50 feet of
rope, 2 weeks’
rations,
soap, 5
torches, and a
waterskin.
Source Player Core 2 pg. 277 1.1Price 8 gp, 3 sp, 2 cp;
Bulk 3 Bulk, 7 light;
Money Left Over 6 gp, 6 sp, 8 cp
Armor studded leather armorWeapons dagger,
sling with 20 bulletsGear adventurer's pack,
alchemist's toolkit,
caltrops (2 sets)Options repair toolkit (2 gp)
Source Player Core 2 pg. 277 1.1Price 4 gp;
Bulk 3 Bulk, 5 light;
Money Left Over 11 gp
Armor hide armorWeapons dagger,
javelins (4)Gear adventurer's pack,
grappling hookOptions greataxe (2 gp),
greatclub (1 gp),
greatsword (2 gp), or
battle axe and
steel shield (3 gp)
Source Player Core pg. 268 2.0Price 7 gp, 5 sp, 2 cp;
Bulk 4 Bulk, 4 light;
Money Left Over 7 gp, 4 sp, 8 cp
Armor studded leather armorWeapons dagger,
rapier,
sling with 20 bulletsGear adventurer's pack,
musical instrument (handheld)Source Player Core 2 pg. 277 1.1Price 8 gp, 7 sp;
Bulk 3 Bulk, 7 light;
Money Left Over 6 gp, 3 sp
Armor chain mailWeapons dagger,
javelins (4)Gear adventurer's pack,
crowbar,
grappling hookOptions steel shield (2 gp), your deity's favored weapon (see your
deities entry; use the Price listed in the weapon's entry)
Source Player Core pg. 268 2.0Price 1 gp, 7 sp;
Bulk 1 Bulk, 2 light;
Money Left Over 13 gp, 3 sp
Armor explorer's clothingGear 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),
chain mail (6 gp),
healer's toolkit (5 gp)
Source Player Core pg. 268 2.0Price 4 gp;
Bulk 4 Bulk, 4 light;
Money Left Over 11 gp
Armor hide armorWeapons daggerGear adventurer's pack,
grappling hookOptions healer's toolkit (5 gp)
Source Player Core pg. 268 2.0Price 5 gp, 8 sp;
Bulk 2 Bulk, 2 light;
Money Left Over 9 gp, 2 sp
Armor scale mailWeapons daggerGear adventurer's pack,
grappling hookOptions greatsword (2 gp),
longbow with 20
arrows (6 gp, 2 sp), or
longsword and
steel shield (3 gp)
Source Player Core 2 pg. 277 1.1Price 9 gp, 2 sp;
Bulk 3 Bulk, 5 light;
Money Left Over 5 gp, 8 sp
Armor studded leather armorWeapons crossbow with 20 bolts,
sap,
shortswordGear adventurer's pack,
crowbarOptions alchemist’s toolkit (3 gp), simple
manacles (3 gp),
writing set (1 gp)
Source Player Core 2 pg. 277 1.1Price 5 gp, 3 sp;
Bulk 3 Bulk, 3 light;
Money Left Over 9 gp, 7 sp
Armor explorer's clothingWeapons darts (10)Gear adventurer's pack,
climbing kit,
grappling hook,
smoke ball (lesser)Options staff (0 gp),
longspear (5 sp)
Source Player Core 2 pg. 277 1.1Price 5 gp, 5 sp, 2 cp;
Bulk 3 Bulk, 3 light;
Money Left Over 9 gp, 4 sp, 8 cp
Armor studded leather armorWeapons mace,
sling with 20 bulletsGear adventurer's packOptions steel shield (2 gp),
healer’s toolkit (5 gp)
Source Player Core pg. 268 2.0Price 3 gp, 7 sp;
Bulk 2 Bulk, 1 light;
Money Left Over 11 gp, 3 sp
Armor leather armorWeapons daggerGear adventurer's packOptions longbow with 20
arrows (6 gp, 2 sp),
longsword and
steel shield (3 gp), 2
shortswords (1 gp, 8 sp)
Source Player Core pg. 268 2.0Price 6 gp, 2 sp;
Bulk 4 Bulk, 1 light;
Money Left Over 8 gp, 8 sp
Armor leather armorWeapons dagger,
rapierGear adventurer's packOptions thieves' toolkit (3 gp)Source Player Core 2 pg. 277 1.1Price 2 gp, 4 sp, 2 cp;
Bulk 1 Bulk, 7 light;
Money Left Over 12 gp, 5 sp, 8 cp
Armor explorer's clothingWeapons dagger,
sling with 20 bulletsGear adventurer's packOptions adventurer’s pack,
caltrops (2 sets)
Source Player Core 2 pg. 277 1.1Price 8 gp, 7 sp;
Bulk 3 Bulk, 3 light;
Money Left Over 6 gp, 3 sp
Armor leather armorWeapons hand crossbow with 20 bolts,
rapierGear adventurer's packOptions buckler (1 gp),
dueling cape (5 sp), fine
clothing (2 gp),
grappling hook (1 sp),
main-gauche (5 sp)
Source Player Core pg. 268 2.0Price 1 gp, 8 sp, 2 cp;
Bulk 2 Bulk, 5 light;
Money Left Over 13 gp, 1 sp, 8 cp
Armor explorer's clothingWeapons sickle,
sling with 20 bullets,
staffGear adventurer's packOptions cookware (1 gp),
healer's toolkit (5 gp)
Source Player Core pg. 268 2.0Price 2 gp, 6 sp;
Bulk 2 Bulk, 2 light;
Money Left Over 12 gp, 4 sp
Armor explorer's clothingWeapons staffGear adventurer's pack,
writing setOptions crossbow with 20
bolts (3 gp, 2 sp)