Chapter 6: Equipment 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. Each wheelchair operates in the following ways. Adjustable Seat Belts: These belts strap around your waist, knees, and shins to keep you in the chair if it's thrown, knocked, or handled roughly. You can open and release your belts with an Interact action. Bulk Limit: A wheelchair is strong enough to support you and any amount of Bulk you could typically hold or carry. Your total carried Bulk includes all the items you are wearing, carrying, and stowing on your wheelchair. You take the usual effects when there's too much Bulk on you and your wheelchair: if you're carrying an amount of Bulk equal to 5 + your Strength modifier, you're encumbered, and you and your wheelchair can't hold or carry more than 10 + your Strength modifier. The wheelchair's own Bulk doesn't count against your Bulk limit while riding in the wheelchair; it's listed in case you need to carry the wheelchair separately. Frame: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like dawnsilver. The wheelchairs presented here are made from durable wood. Magic: The wheelchair is considered an extension of yourself. Spells or abilities that change your bodily form also apply to the chair, and it transforms with you so long as you're using it. You can choose what appearance this has. Movement: While using a wheelchair, you Stride at your normal Speed (listed in your ancestry, with any additional bonuses, penalties, and adjustments applied). You propel a wheelchair by using the hand rims. You can propel the wheelchair even while holding something in your hands, but not if you're restrained or otherwise unable to move your hands freely. You're still affected by difficult terrain and other terrain features. Any effect that would immobilize you, give a penalty to your Speeds, or similar by entangling or hindering your legs applies to the chair as well. You can use all of your actions while in a wheelchair. Quick-Righting: If the chair is tipped or you're knocked prone while in the chair, you can right yourself using the Stand action, though in this case you are righting the wheelchair instead. An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action. 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. 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 your Animal using Nature (page 242), 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.
Source Player Core pg. 287
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.
Source Player Core pg. 287
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.Hands
Source Player Core pg. 287
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 Toolkits
Source Player Core pg. 287
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.
Source Player Core pg. 287
These items follow special rules or require more detail.
Source Player Core pg. 292
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
Source Player Core pg. 292
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.Elixirs
Source Player Core pg. 293
Elixirs are alchemical items you drink with a single action that has the manipulate trait, gaining the listed benefit.Alchemical Tools
Source Player Core pg. 293
Alchemical tools are a type of alchemical item you use, rather than drink or throw. They all have the alchemical and consumable traits.
Source Player Core pg. 293
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.Wheelchair Rules
Source Player Core pg. 294
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!Table 6-13: Formulas
*Formulas for all 0-level common items from this chapter can be purchased collectively in a basic crafter's book.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
Source Player Core pg. 294
The services listed on Basic Services and Cuisine describe expenditures that can come up during travels and time spent in settlements.Transportation
Source Player Core pg. 295
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
Source Player Core pg. 295
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
* Plus any cost required to cast the specific spell.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
Source Player Core pg. 295
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
* You can attempt to Subsist using Society or Survival for free.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
Source Player Core pg. 295
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.Barding
Source Player Core pg. 295
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
Gear - Rules - Archives of Nethys: Pathfinder 2nd Edition Database (2024)
Table of Contents
Hands
Wearing Toolkits
Alchemical Bombs
Elixirs
Alchemical Tools
Wheelchair Rules
Table 6-13: Formulas
Transportation
Spellcasting
Spellcasting Services
Table 6-16: Cost of Living
Barding
Table 6-18: Barding
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