Inhaltsverzeichnis
Hausregeln
Stand 4.9.2010
Base Rules
Basically allowed are all rules from the Core rule book (CRB) and the Bestiary. They are also released as the Pathfinder Reference Document (PRD). Additional allowed is the Inquisitor from the Playtest for the Advanced Players Guide, final round.
Actions in Combat
Conditions
Blinded
Crature takes a -4 penalty on most Str- and Dexbased
skill checks and on opposed Perception skill
checks. All opponents are considered to have total
concealment (50% miss chance) against the blinded
character. Creatures must make a DC 10 Acrobatics
skill check to move faster than half speed or fall
prone.
Entangled
No movement if bonds are anchored, otherwise
move at half speed.
Exhausted
Creatures move at half speed. -6 penalty to Str and
Dex. Rest 1 hour to become fatigued.
Fatigued
Creature cannot run or charge. -2 penalty to Str
and Dex.Rest 8 hours to remove.
Grappled
Creature cannot move or take action that requires
2 hands. -4 penalty to Dex. -2 penalty to attacks or
combat maneuvers (except checks made to escape).
Cannot take attacks of opportunity.
Nauseated
Creature can only take a move action and cannot
attack, cast spells or concentrate.
Paralyzed
Str and Dex are reduced to 0, fliers using wings fall,
creature is helpless.
Pinned
Creature can only take verbal or mental actions (except
checks made to escape).
Shaken
Creature takes a -2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks
and ability checks.
Staggered
Creature can only take a move action or standard
action (plus swift and immediate).
Stunned
Creature cannot take actions, drops everything
held, takes a -2 penalty to AC and loses its Dex
bonus to AC (if any).
Modified rules
Aid Another
Changing the rules of Aid Another for Skill Checks
(CRB 86) or combat (CRB 197) so, that for every 10
points you get as a result of the roll, the person you
are helping gains another +2 bonus.
Summon Monster Spells
Some additional monsters are provided for summoning
monsters.
Desna
Desna’s clerics can use summon monster spells to
call upon the aid of the following creatures in addition
to those listed in the spells.
- Summon Monster II
- Lyrakien (CG)
- Summon Monster III
- Star monarch (CG) – same stats as a giant eagle.
- Summon Monster VII
- Young brass dragon (CG) – This creature has the extraplanar subtype but otherwise has the normal statistics for a creature of its kind.
Worshippers
Divine spellcasters who are worshippers of common
gods may learn some spells at decreased spelllevels.
Cayden Cailean
Neutralize Poison: cleric 3, inquisitor 3
Knock: bard 2
Cayden Caileans clerics and inquisitors may
spontaneously cast knock as a 1st-level spell but
only to open welds, shackles or chains used to imprison
or hobble someone. Thert create water spell
can create ale or wine (1 cup per level) and the create
food and water spell of his clerics can be used to
make ale or wine rather than water (which spoils
at the same rate the food does).
Desna
Dream: cleric 5, inquisitor 5, druid 5, ranger 4
Magic Item Creation
If an item is upgraded on a failure only the additional
material and the time is wasted, not the basic
magic item. If the check is failed by more than 5
the itrem is cursed.
If the needed caster level is not reached the DC
for the Spellcraft-check is increased by +2 for each
time your caster level is lower than the needed.
Action Points
Action points give you the means to aect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.
Acquiring Action Points
A 1st-level character starts the game with 5 action points. Characters who start the game at higher than 1st level have a number of action points equal to 5 + 1/2 their current character level. Every time a character advances, the action points are resetted to 5 + 1/2 the new character level. Some prestige classes might allow a faster rate of accrual, at the DM’s option.
Action Points and existing games
Adding action points to an existing campaign is easy, since you don’t need to make any special changes. Characters simply gain a number of action points equal to 5 + 1/2 their current character level.
NPCs and Action Points
Rank-and-file NPCs shouldn’t have action points. Important villains or other significant characters, however, can have action points to use against the player characters. A number of action points equal to 1/2 the NPC’s level is a good baseline.
Using Action Points
You can spend 1 action point to add to any single d20 roll, to temporarily improve a feat’s benefit, or to take a special action. Only 1 action point can be spent during a given round. If you spend a point to use a special action, you can’t spend another one during the same round to improve a d20 roll, and vice versa.
Add to a roll
When you spend 1 action point to improve a d20 roll, add the result of a d6 roll to your d20 roll to help you meet or exceed the target Diculty Class. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll. You can’t use an action point to alter the result when you are taking 10 or taking 20. Depending on your character level (see the table), you might be able to roll more than one d6 when spending 1 action point. When rolling more than one d6, apply the highest result from among the rolls, disregarding the others. The player of a 15thlevel character, for instance, can roll 3d6 and take the best result of the three. So, if that player rolled a 1, 2, and 4, the 4 applies to the d20 roll.
Character Level | Dice Rolled |
1st–7th | 1d6 |
8th–14th | 2d6 |
15th–20th | 3d6 |
Special Actions
You can perform certain tasks by spending an action point. Spending an action point to accomplish a special action is a free action. In addition to the actions described in this entry, some prestige classes and feats might allow the expenditure of action points in order to gain or activate specific abilities, at the DM’s option.
- Boost Defense:
You can spend 1 action point when fighting defensively. This grants double the normal benefit for fighting defensively for the entire round (+4 dodge bonus to AC).
- Extra Attack:
You can spend 1 action point to make an extra attack at your highest attack bonus when you take a full attack action.
- Spell Boost:
You can spend 1 action point to increase the effective caster level of one spell by 2. You must decide whether or not to spend an action point in this manner before casting the spell.
- Spell Recall:
You can spend 1 action point to cast a spell without losing that prepared spell, if you prepare spells, or a daily spell slot, if you’re a spontaneous spellcaster. Either use must be done during the same round that the spell is cast.
- Stabilize:
When dying, you can spend 1 action point to become stable at your current hit point total.
Improving Feats
You can improve existing feats to take advantage of action points. Here are a few examples of how action points can be used with existing feats. Unless otherwise stated, each eect requires a free action to activate and lasts 1 round. The DM can expand these options.
- Blind-Fight:
You can spend 1 action point to negate your miss chance for a single attack.
- Combat Expertise:
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of –3 on your attack roll, you gain a +6 dodge bonus to AC.
- Dodge:
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
- Improved Critical:
You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19–20 to 18–20, from 17–20 to 15–20, or from 15–20 to 12–20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range. Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
- Metamagic Feats:
You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level, without any level adjustment because of the feat, and it takes no extra time to cast.
- Heighten Spell
automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally as a 1st-level spell.
- Power Attack:
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of –3 on your attack roll, you add +12 to your damage roll.
- Spell Focus:
You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
- Spell Penetration:
You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The eect lasts for the entire encounter.
Feats
Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing
the protections of other creatures with your spells.
Prerequisites: Caster level 1st.
Benefit: Whenever you are adjacent to an ally
who also has this feat, you receive a +2 bonus on
level checks made to overcome spell resistance. If
your ally has the same spell prepared (or known
with a slot available if they are spontaneous spellcasters),
this bonus increases to +4 and you receive
a+1 bonus to the caster level for all level-dependent
variables, such as duration, range, and eect.
Source: APGPT 47
Big Game Hunter
You are experienced in fighting the gigantic creatures
that stalk Varisia’s landscape.
Benefit: You gain a +1 bonus on attack rolls and
a +2 bonus on weapon damage rolls against large
or larger creatures.
Source: RRPG 13
Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being
tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally
who also has this feat, you receive a +2 competence
bonus to your Combat Maneuver Defense. This
bonus increases to +4 if the creature attempting the
maneuver is larger than both you and your ally.
Source: APGPT 47
Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform
dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally
who also has this feat, you receive a +2 competence
bonus on all combat maneuver checks. This bonus
increases to +4 when attempting to break free from
a grapple.
Source: APGPT 47
Crossbow Mastery (Combat)
You can load crossbows with blinding speed and
even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point Blank Shot, Rapid
Reload, Rapid Shot
Benefit: The time required for you to reload any
type of crossbow is reduced to a free action, regardless
of the type of crossbow used. You can fire
a crossbow as many times in a full attack action as
you could attack if you were using a bow. Reloading
a crossbow for the type of crossbow you chose
when you took Rapid Reload no longer provokes
attacks of opportunity.
Special: A fighter may select Crossbow Mastery
as one of his fighter bonus feats. A ranger may
select Crossbow Mastery as Combat Style Feat in
place of Manyshot for his improved combat style
at 6th level.
Source: GCS 218
Dervish dance (Combat)
You have learned to turn your speed into power,
even with a heavier blade.
Prerequisites: Dexterity 13, Weapon Finesse,
Perform (dance) 2 ranks, proficient with scimitar.
Benefit: When wielding a scimitar with one
hand, you can use your Dexterity modifer instead
of your Strengthmodifer on melee attack and damage
rolls. You treat the scimitar as a one-handed
piercing weapon for all feats and class abilities that
require such a weapon (such as a duelist’s precise
strike ability). The scimitar must be for a creature
of your size. You cannot use this feat if you are
carrying a weapon or shield in your o hand.
Source: Qadira, Gateway to the East
Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally
who also has this feat, and both of you are required
to make a Reflex saving throw against a spell or effect,
you may take the result of your die roll or that
of your ally (your modifiers still apply to the roll,
regardless of which result you take). If you take
your ally’s result, you are knocked prone (or staggered
on your next turn, if you are already prone or
cannot be knocked prone). In addition, you receive
a +2 cover bonus to yourACagainst ranged attacks
as long as your ally is wielding a shield.
Source: APGPT 47
Gunslinger
You are so skilled with firearms that you can fire
one without letting down your guard.
Prerequisites: Base attack bonus +4,Weapon Focus
(any firearm), profiency with any firearm.
Benefit: When you attack with a firearm, you do
not provoke attacks of opportunity.
Normal: Attacking with any kind of ranged
weapon in a threatened square provokes attacks
of opportunity.
Source: GCS 59
Indigestible
You have acquired a resistance to the acids of oozes.
Prerequisites: Favored enemy (ooze) or surviving
engulfing by an ooze.
Benefit: You gain acid resistance 5.
Source: DDR 18
Katheer scholar
You have graduated from one of the many colleges,
universities, and specialty schools of higher learning
scattered throughout Katheer.
Prerequisites: Int 15, Qadira affnity.
Benefit: Whenever you succeed on a Knowledge
check to identify a kind of creature you face, you
can spend a standard action to provide detailed information
to your allies. Doing so grants every ally
who can hear you within 30 feet a +1 circumstance
bonus on weapon damage rolls made against the
identified kind of creature for a number of rounds
equal to your Intelligence bonus. You may only use
this ability once per encounter. Creatures immune
to critical hits and sneak attacks are not immune to
the extra damage from this ability.
Source: GCS 121
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally
who also has this feat, you may act in the surprise
round as long as your ally would normally be able
to act in the surprise round. If you would normally
be denied the ability to act in the surprise round,
your initiative is equal to your initiative roll or the
roll of your ally – 1, whichever is lower. If both you
and your ally would be able to act in the surprise
round without the aid of this feat, you may take
both a standard and a move action (or a full-round
action) during the surprise round.
Source: APGPT 47
Outflank (Combat, Teamwork)
You look for every edge when f lanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also
has this feat are flanking the same creature, your
flanking bonus on attack rolls increases to +4. In
addition, whenever you score a critical hit against
the flanked creature, it provokes an attack of opportunity
from your ally.
Source: APGPT 47
Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally
who also has this feat, you receive a +4 circumstance
bonus on attacks of opportunity against
creatures that you both threaten. Enemies that provoke
attacks of opportunity from your ally also
provoke attacks of opportunity from you so long
as you threaten them (even if the situation or an
ability would normally deny you the attack of opportunity).
This does not allow you to take more
than one attack of opportunity against a creature
for a given action.
Source: APGPT 47
Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long
as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has
this feat are flanking the same the creature, you
deal an additional 1d6 points of precision damage
with each successful melee attack. This bonus damage
stacks with other sources of precision damage,
such as sneak attack. This bonus damage is not
multiplied on a critical hit.
Source: APGPT 48
Shield Wall (Combat, Teamwork)
You are skilled at working together with those
around you for protection.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and
are adjacent to an ally who also has this feat, the
AC bonus from your shield increases, depending
on the shield wielded by your ally. If your ally
is wielding a buckler or a light shield, your shield
bonus increases by +1. If your ally is wielding a
heavy shield or a tower shield, your shield bonus
increases by +2. You keep these bonuses even if
your ally loses his shield bonus due to making a
shield bash attack. If an adjacent ally with this feat
uses a tower shield to grant total cover, you also
benefit if an attack targeting you passes through the
edge of the shield (see page 153 of the Pathfinder
RPG Core Rulebook).
Source: APGPT 48
Shielded Caster (Teamwork)
Your allies are skilled at covering for you while you
cast complicated spells.
Benefit: Whenever you are adjacent to an ally
who also has this feat, you receive a +4 bonus on
concentration checks. If your ally is wielding a
buckler or a light shield, this bonus increases by
+1. If you ally is wielding a heavy shield or a
tower shield, this bonus increases by +2. Finally, if
an enemy that is threatening you and your ally has
the Disruptive feat, or another ability that increases
the DC of concentration checks, the amount of the
increase is halved.
Source: APGPT 48
Sly Draw
You can draw your weapon with such speed and
finesse that your opponents don’t realize they’Re
threatened.
Prerequisite: Quick Draw
Benefit: When you draw a light weapon, you
may make a Sleight of Hand check instead of a Blu
check to feint in combat. Other feats and abilities
that aect a feint still apply to your feint.
Source: AA 31
Splash Weapon Mastery
You are adept at increasing the range, area and
accuracy of splash weapons.
Benefit: When throwing a splash weapon, you
act as if you had the Far Shot feat. When you hit
with a splashweapon, select one additional square
adjacent to the splash area; creatures in this area
also take splash damage. When you miss with a
splash weapon, you may adjust the miss direction
on the grid by +1 or -1. This feat counts as Far Shot
for the purpose of qualifying for other feats, but
only in regard to splash weapons.
Source: AA 31
Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally
during a chaotic melee.
Benefit: Whenever you are adjacent to an ally
whoalso has this feat, you can move into your ally’s
square as part of a normal movement (including a
5-foot step). At the same time, your ally moves into
your previous space. Both you and your ally must
be willing and able to move to take advantage of
this feat. Your ally must be the same size as you
to utilize this feat. Your ally does not provoke an
attack of opportunity from this movement, but you
provoke as normal. This movement does not count
against your ally’s movement on his next turn.
Source: APGPT 48
Totem Spirit
You are closely and mystically tied to your tribe’s
sacred totem.
Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends
on which Shoanti tribe you belong to:
Lyrune-Quah (Moon Clan): You gain a +1 bonus on
Will saves and a +2 bonus on Perception checks.
Shadde-Quah (Axe-Clan): If you have the rage ability,
you can rage for 3 additional rounds per day.
You also gain a +2 bonus on Intimidate checks.
Shriikirri-Quah (Hawk Clan): You gain a +2 bonus
on Initiative checks and a +2 bonus on Ride checks.
Shundar-Quah (Spire Clan): You gain a +1 bonus
on Fortitude saves and a +2 bonus on Perception
checks.
Slar-Quah (Sun Clan): You gain a +1 bonus on Reflex
saves and a +2 bonus on Acrobatics checks.
Skoan-Quah (Skull Clan): You gain a +2 bonus on
weapon damage against undead and a +2 bonus
on Heal checks.
Tamiir-Quah (Wind Clan): Your base land speed increases
by 5 feet. You also gain a +2 bonus on
Acrobatics checks.
Source: GCS 147 and RRPG 14
Varisian Tatoo
You bear intricate tatoos which inspire and empower
your natural magical ability. These tatoos
mark you as a worker of the ancient traditions of
Varisian magic. A Varisian tatoo typically consists
of a long string of characters in Thassilonian, the
language found on the ancient monuments of the
land. Most are quite complex, running the entire
length of an arm or leg.
Prerequisite: Spell Focus in matching school.
Benefit: Select a school of magic other than divination
in which you have Spell Focus - you cast
spells from this school at +1 caster level. Additionally,
you can cast a single cantrip as a spell-like
ability a number of times per day equal to your
Constitution modifier (minimum 1/day, caster level
equals Hit Dice, save DC is Charisma-based). The
spell-like ability gained (and it’s Varisian name) are
as follows:
Abjuration (avidais): resistance
Conjuration (idolis): acid splash
Enchantment (carnasia): daze
Evocation (ragario): dancing lights
Illusion (vangloris): ghost sound
Necromancy (voratalo): touch of fatigue
Transmutation (avaria): mage hand
Source: GCS 147 and RRPG 14
Equipment
Weapons
Bich’hwa: Also known as the waveblade or „scorpion’s
tail“, this short, double-curved blade has no
hilt but features a knuckle guard and can easily be
used in either hand. A bich’hwa provides a +2
bonus on the Combat Maneuver Defense against
disarming it.
Blunderbuss: This weapon fires lead shot from
its trumpet-shaped barrel, making it effective as
a fowling weapon or as a close-fighting personal
defense weapon. While potentially devastating
up close, it becomes quickly ineffectual against
human-sized targets at a distance.
Dogslicer: Asavage weapon created fromcasto
bits of sharpened metal, goblins named the weapon
after the act for which it’s most commonly employed.
Holes drilled in the weapon’s blade make it
easier to heft. If a wielder rolls a natural 1 when attacking
with a dogslicer, the weapon breaks. Masterwork
and magical dogslicers do not have this
flaw. Most dogslicers are size Small.
Double Crossbow: This heavy weapon fires a
pair of iron tipped bolts with a single squeeze of
the trigger. Due to its size and weight, however,
non-proficient wielders suffer a -8 penalty on their
attack rolls. Even proficient wielders takes a -2
penalty on their attack rolls. If the attack succeeds,
the target takes the listed damage twice, but critical
hits and precision damage are only applied to one
of the bolts. Reloading a double crossbow requires
2 standard actions (1 for each bolt), although the
Rapid Reload feat reduces this to 2 move actions
(meaning it can be accomplished in 1 round). The
Crossbow Mastery feat allows you to reload one
bolt in a double crossbow as a free action, but not
both bolts.
Dueling Sword, Aldori: You can use theWeapon
Finesse feat to apply your Dexterity modifier instead
of your Strength modifier on attack rolls
with an Aldori Dueling Sword sized for you, even
though it isn’t a light weapon. You may wield an
Aldori Dueling Sword in two hands in order to
apply 1-1/2 times your Strength bonus to damage,
even when using it with Weapon Finesse. These
swords are about 3-1/2-feet long, very slightly
curved and sharp only along the outer edge.
Earth Breaker: A massive hammer used by
Varisia’s Shoanti tribes, the crude metal of the
weapon’s head ends in multiple blunt spikes,
which channel themomentumof a powerful swing.
Falcata: The traditional weapon of Taldor, the
falcata has a single edged, concave blade and a
hook-shaped hilt often stylized in the shape of a
horse. Its shape distributes the weight to give it
the momentum of an axe with the cutting edge of
a sword.
Horsechopper: This weapon is essentially a halberd
with an enlarged hook opposite the blade.
When using a horsechopper, you gain a +2 bonus
on your Combat Maneuver Bonus to trip an opponent
with more than two legs.
Katar, Tri-bladed: Although most katars (or
punching daggers) boast a single long, thick blade,
the tribladed katar features a fan of three splayed
razor edges.
Klar: Traditionally a Shoanti blade bound to the
skull of a horned spirestalker (a breed of Storval
Plateau giant gecko), in recent years the armorers
of southern Varisia have started crafting these
bladed shields from iron. You can attack an opponent
with a klar, using it as an one-hand, martial slashing
weapon. For the purpose of penalties on
attack rolls, treat a klar as a light weapon. If you use
a klar to make an attack, you lose its AC bonus until
your next action (usually until the next round).
Both the sword and shield segments of a klar can
be enhanced separately. An enhancement bonus
on the shield does not improve the e
ectiveness of
the blade.
Maulaxe: This versatile weapon is a unique design
passed down through the dwarvish lords of
the Five Kings. It initially appears like a heavyheaded
axe, but a skilled wielder can strike equally
well with its chopping edge as with the forged
sledge that backs the blade; thus it can be used
to deliver bludgeoning or slashing damage as the
wielder desires.
A dwarven maulaxe is a martial weapon for
dwarves and an exotic weapon for members of
other races. It is not a double weapon and any
enchantments applied to the weapon operate normally
regardless of which part of the weapon’s
head is used to deliver the blow, except for enhancements
that apply only to blunt or sharp weapons.
Such enhancements apply only to attacks dealing
the appropiate type of damage.
Musket: This smooth-bore longarm fires largecaliber
bullets. What it lacks in accuracy it makes
up for in high damage potential.
Ogre Hook: A huge crook of crude, sharpened
metal, ogre hooks take their name from the savages
who most typically employ them. Usually created
by giants and their ilk, ogre hooks are commonly
size Large and awkward for most humanoids to
use.
Osirian Khopesh: The Osirian khopesh begins
as a straight blade extending 2 feet from its hilt. It
then extends a further 2 feet in a curved crescent,
enabling the weapon to be used for trip attacks.
Pata: An evolution of the standard katar, the
pata is a short sword that ends in a full, fingerless
gauntlet hilt. You punch rather than stab with the
weapon, allowing you to put more force behind
each strike. A pata provides a +10 bonus on Combat
maneuver defense against disarming the pata.
Pistol: The single-shot, rifled-bore pistol is relatively
easy to conceal. You gain a +2 bonus on
Sleight of Hand checks made to conceal a pistol.
Revolver: The most advanced firearm available,
a revolver has up to five chambers that each hold a
bullet and a wad of guncotton. Cocking the hammer
spins the chambers to align the next bullet with
the barrel. The complicated mechanism of a revolver
makes it misfire on a natural 1 or 2.
Rifle: Firing small-caliber rounds at high velocity
from a rifled barrel, a rifle makes for an excellent
long-range weapon and is favored by snipers.
Sawtooth Sabre: The signature weapons of the
notorious assassins’ guild known as the Red Mantis,
sawtooth sabres are cruel but ecient weapons.
Their curved, serrated blades are capable of making
deep wounds and in the hands of a skilled user are
treated as light weapons. A char acter without ExoticWeapon
Proficiency (sawtooth sabre) can wield
one of these weapons as a longsword.
Scattergun: A larger version of a blunderbuss, a
scattergun fires a devastating blast of shot, that can
be quite ruinous at close range.
Shoanti Bola: The Shoanti often use special bolas
carved from bones and weighted with stones.
These bolas function as standard bolas but deal
lethal damage rather than nonlethal damage. Most
Shoanti bolas can also function as bullroarers —
tiny holes carved in the weights cause them to emit
a mournful keening sound when spun.
Temple Sword: Typically used by guardians
of religious sites, temple swords have distinctive
crescent-shaped blades, appearing as an amalgam
of a sickle and a sword. Many temple swords
have holes drilled into the blade or places on the
pommel, where charms, bells or other holy trinkets
might be attached.
Thorn Bracer: These sturdy leather bracers are
studded with lacquered rose thorns that can be
used to pierce foes. You can attack with these
bracers even while holding objects in your hands.
When attacking with thorn bracers you lose any
shield bonus to AC gained from a readied shield
until your next action. A thorn bracer can be used
to make an offhand attack if you aren’t wielding a
weapon or shield in that hand.
Thorn bow: This polished rosewood bow is
studded with thorns and tiny rose flowers. You
need at least two hands to use a thorn bow, regardless
of its size. You can use a thorn bow while
mounted. Penalties for low Strength apply on damage
rolls rolls made with a thorn bow. Thorn bows
cannot be made into composite thorn bows.
War Razor: In all appearances, a war razor is an
oversized razor or flip knife. As the razor folds
into the handle, no sheath is required, making the
weapon easy to hide, granting you a +2 bonus on
Sleight of Hand checks made to conceal the weapon
on your body.
Wooden stake: Popular in certain parts of Ustalav,
a wooden stake proves very handy against
vampires.
Firearms
Although generally quite deadly, firearms remain
rare on Golarion thanks to the greater power and
reliability of magic. In places where magic is fickle
or doesn’t work at all (such as the Mana Wastes),
firearms become more desirable but no less expensive.
Firearms generally work like any other
weapons, except where noted here.
Firearm Profiency: The ExoticWeapon Profiency
(firearms) feat grants profiency with all the firearms
listed here. A non-proficient character who attacks
with a firearm does so at the standard -4 penalty
on attack rolls, but also suers twice the normal
chances for a misfire.
Attacks of Opportunity: Attacking with a
firearm provokes attacks of opportunity.
Capacity: This lists the number of shots the
weapon can hold. You may fire a weapon as many
times in a round as you have attacks, up to this
number. Reloading a flintlock firearm (blunderbuss
and musket) requires 1 round. Reloading a
percussion cap firearm (pistol, revolver, rifle, scattergun)
requires 1 move action per shot.
Bullets: Although each type of firearm fires differently
sized bullets, individual bullets cost the
same, regardless of the firearm they are used for. A
pouch of 10 bullets costs 1 gp.
Damage: The round bullets of firearms deal
bludgeoning and piercing damage because they
rely on kinetic force to punch into their targets. A
bullet that fails to penetrate deeply can still damage
its target, just from the force of impact alone.
Exploding Dice: Whenever you deal damage
with a firearm and roll maximum on any damage
die, reroll that die and add that roll to the total as
well. If you roll maximum on rerolls, continue to
reroll, adding the damage each time.
Misfire: Whenever you roll a natural 1 on an attack
roll made with a firearm, your firearm might
misfire. Immediately roll 1d20. On a 1, the
firearm is damaged and the powder explodes out
the breech, dealing the weapon’s damage to you; on
a 2-7 the firearm is damaged; on a 8-18 the firearm
jams; and on a 19-20 you simply miss. A damaged
firearm requires a DC 20 Craft (gunsmithing) check
and 1 hour to repair. A jammed firearm requires 1
round to clear, but as long as at least one chamber
holds a bullet it can be fired immediately.
Armor
Armored Kilt: Popular among the Keleshite soldiers
of Qadira, the armored kilt is made of a thick
cloth skirt with bars of steel hanging down fromthe
waist and a ring of horizontal steel plates just above
the hem. An armored kilt can be worn separately
as light armor, or it can be added to other suits of
light and medium armor. Adding an armored kilt
increases a suit of armor’s armor bonus by +1, but it
adds 15 pounds to the armor, lowers the maximum
Dex bonus by 1, and increases the armor’s weight
category (from light to medium and from medium
to heavy). Adding an armored kilt to heavy armor
does not provide an armor bonus increase.
Field Plate: This heavy armor is similar to full
plate but lighter in construction, sacrificing a bit in
protection for greater flexibility and mobility.
Hide Shirt: Made fromthe hide, bones, and thick
scales of the giant lizards, a suit of this light armor
provides greater protection than its heft suggests.
Many Shoanti warriors favor this armor, especially
shirts made from rare black-scaled spirestalkers.
Klar: You can attack an opponent with a klar,
using it as an o-hand, martial slashing weapon.
For the purpose of attack roll penalties, treat a klar
as a light weapon. If you use a klar to make an
attack, you lose its AC bonus until your next action
(usually until the next round). Both segments of a
klar can be anhanced separately. An enhancement
bonus on the shield does not improve the eectiveness
of the blade and vice versa.
Leaf Armor: Druidic elves use secret alchemical
compounds to treat special leaves used in crafting
armor for their warriors. Stitching the overlapping
leaves into a leather jerkin, bracers, and leggins
provides great flexibility while deflecting blows as
well as metal armor. Leaf armor is always masterwork.
It cannot be constructed from other special
materials.
Rosewood Armor: This suit of leather armor is
wrapped in special rose vines. Anyone grappling a
creature wearing rosewood armor takes 1d4 points
of piercing damage per round. This damage can be
prevented by taking a -10 penalty on the grapple
check. The rose vines must be watered with at least
1 gallon of water each day or they whither and die,
turning the armor into normal leather armor.
Stoneplate: Crafted by dwarven stonesmiths
from alchemically strengthened plates of shale or
basalt, stoneplate is heavy and unwieldy, but it offers
unparalleled protection to its wearer.
Gear
Alkali flask: This is a flask of caustic liquid that
reacts with an ooze’s natural acids. You can throw
an alkali flask as a splash weapon. Treat this attack
as a ranged touch attack with a range increment of
10 feet. Adirect hit deals 1d6 points of acid damage.
Every creature within 5 feet of the point where the
acid hits takes 1 point of acid damage from the
splash. Oozs and other acid-based creatures take
double damage from the flask.
Alkali salt: These tiny granules can be dissolved
in water, creating a slimy material used to coat
metallic items such as weapons or armor. Such
a coatingneutralizes the metal-eating acid of black
puddings and gray oozes, protecting the item from
1d3 contacts with an ooze’s acidic touch.
Coffin, Common: This is a plain, wooden funerary
box for transporting and holding dead bodies
or remains.
Coffin, Ornate: A more ornate version of the
common coffin, favired by aristocratic families for
displaying the remains of their dead scions before
they are reanimated as undead. Some undead Gebbies,
particularly vampires, continue using their
coffins as beds after their reanimation.
False Jewelry: Favored by rogues in statuesque
Magnimar, these adornments hide tiny secret compartments.
False jewelry grants a +8 bonus on
Sleight of Hand checks to hide a tiny object on
your person (does not stack with the bonus for hiding
very small objects) and negates the +4 bonuses
searchers receive when frisking you.
False jewelry costs 20 gp in addition to the value
of the ornament being fitted with the secret compartment.
Harpy Musk: The reek of this doubtful cureall
proves useful at scaring o Varisian goblins. If
smeared on a surface or used as a thrown weapon,
the musk fills a 30-foot area with the stink of harpies
for 1 minute. Any Varisian goblin who enters the
area must make a DC 14Will save or be shaken for
1 minute.
Harrow Deck: This is a traditional fortunetelling
deck of cards used by Varisian soothsayers
and seers. Some Harrow decks are elaborately illustrated,
but most are parchment or paper cards
with hand-painted images. Harrow decks are often
handed down through generations and treated
with utmost care by their users as a result.
Heatstones: These round or ovoid stones of volcanic
glass have a decent heft to them, weighing
from 2 to 4 pounds, and generate their own heat.
They provide enough heat to keep chambers warm
in the coldest winter. One heatstone keeps a 20-
foot-square are comfortably warm even in xtreme
cold (below -20°), or a 40-foot-square area in severe
cold (below 0°).
Heatstones do not generate enough warmth to
be useful in direct combat, although they are helpful
in keeping troops battle-ready. They last just
three winters and then must be replaced, ensuring
that the trade in them as luxuries in the North
stays constant. Rumor has it that some such stones
are scrying devices that enable Leleshite sorcerers
to hear the conversations of distant lands, but this
is surely idle paranoia. These naturally occurring
magical stones are found all throughout Qadira,
and desert nomads frequently arrive in Katheer
bearing dozens of them.
Marker Dye: This alechemical liquid leaves an
obvious, bright stain wherever splashed. The stain
is nearly impossible to remove with anything but
time – it fades after 72 hours, and disappears in
2 weeks. Molthuni explorers use it to mark trails,
scouts to mark positions, some jailers to mark special
prisoners, and conquerors to claim their primacy.
When thrown, treat it as a ranged touch
attack with a range increment of 10 feet.
Ooze grease: This alchemical concotion can be
spread over a Medium or Small creature’s body as
a full-round action. It provides a +5 alchemical
bonus on Escape Artist checks, Combat Maneuver
Defense to avoid a grapple and reflex saves to
avoid an ooze’s improved grab or engulf abilities,
but gives a -5 penalty to disarm checks, grapple
checks to start or maintain a grapple or pin and
other checks that may be hindered by a loose grip
(such as Climb). One application lasts for up to 1
hour and can be removed with soap and water.
Perfume/Cologne: Perfume and cologne are
common accessories for those who hope to avoid
oending through scent. More expensive scents
are available in finer quarters of any city. Rare perfumes
and colognes are sold in vials containing 10
applications, with a single dose lasting for 24 hours
during which its wearer gains a +2 circumstance
bonus on Diplomacy checks against targets of her
own race. Exotic perfumes grant a +2 circumstance
bonus on all Diplomacy checks.
Scarf, Pocketed: An elaborate design disguises
several small pockets on one side of this scarf. This
scarf grants you a +4 bonus on Sleight of Hand
checks made to hide objects on your body. This
bonus does not stack with the bonus wearing heavy
clothing provides, but does stack with bonuses for
attempting to hide small objects.
Scarf, Reinforced: One side of this 8-foot-long
scarf is reinforced with chain links and metal plates.
While not enough to provide a benefit to Armor
Class, these versatile scarves can be used like a
length of chain to climb short distances or bind an
enemy. A reinforced scarf has hardness 10 and 4 hit
points. It can be burst with a DC 24 Strength check.
Unguent of Revivification: The preservation of
dead flesh is important in undead-friendly Geb.
Geb’s elite commonly use this alchemical ointment
as a cheaper alternative to gentle repose to give their
undead flesh the blush of life. A single dose staves
o the decomposition of dead flesh for 1d6 days.
It cannot reverse decay that is already present and
has no eect on the time limit for raising creatures
from the dead.
Varisian Idol: Scavenged from rare uneroded
Varisian monuments, these depictions of forgotten
spirits can be used to augment summoning magic.
If used as an additional material component for any
summon monster or summon nature’s ally spell,
the summoned creature has an additional +2 hit
points per Hit Die.