If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. A disguise kit is exhausted after 10 uses. Galley: This three-masted ship has 70 oars on either side and requires a total crew of 200. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed. Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Cold iron has 30 hit points per inch of thickness and hardness 10. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance. Masterwork ammunition is damaged (effectively destroyed) when used. Chain Shirt: Covering the torso, this shirt is made up of thousands of interlocking metal rings. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Trade goods are the exception to the half-price rule. Each point of Strength bonus granted by the bow adds 100 gp to its cost. 18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. Because Owlcat's Pathfinder: Kingmaker makes the sale price of items 25% of the purchase price (as opposed to the tabletop Pathfinder rules, where the sale price of items is 50% of the purchase price), I had to decide which rate to go with. If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). Ranseur: Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage. So I was reading the Masterwork Tool description and recently came across this section: Several common items already count as masterwork tools for particular skills. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. If the spell includes a material component, add the cost of that component to the cost of the spell. Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat). Mace, Heavy: A heavy mace has a larger head and a longer handle than a normal mace. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects. Bolas: A bolas is a pair of weights, connected by a thin rope or cord. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Crossbow, Hand: You can draw a hand crossbow back by hand. A flask of holy water can be thrown as a splash weapon. Learn more. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Also because some items are so cheap, the multiplier wont impact them much, so I would also add a flat cost as well. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. Explorer's Outfit: This set of clothes is for someone who never knows what to expect. A wagon comes with the harness needed to pull it. They use the first column. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit. While the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. A bullseye lantern does not increase the light level in normal light or bright light. Sword, Two-Bladed: A two-bladed sword is a double weapon—twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes. Pathfinder: Kingmaker Artisan Items & Crafter Masterworks: Gear, Weapons, Armor, Unique Items, and Magical Items Credit for the information on this page goes to Galen, Sarquon, and EjnarH. It has a crew of 8 to 15 and can carry 40 to 50 tons of cargo or 100 soldiers. If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. A healer's kit is exhausted after 10 uses. The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon. Monk's Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's AC. Sometimes the best solution to a problem is to hire someone else to take care of it. It moves about 3 miles per hour when being rowed or under sail. Messenger: This includes horse-riding messengers and runners. Lamp, Common: A lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). Pathfinder is an exceptional example of this, where nearly every class has a wide variety of choices to make throughout its level-up progression, and even the classes themselves are divided up by archetype. Here is the format for armor entries (given as column headings on Table: Armor and Shields). (just getting clarification. Alchemist's Lab: This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. A character can use a bastard sword two-handed as a martial weapon. Beyond armor and weapons, a character can carry a whole variety of gear, from rations (to sustain him on long travels), to rope (which is useful in countless circumstances). A longbow is too unwieldy to use while you are mounted. Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. Hireling, Untrained: The amount shown is the typical daily wage for laborers, maids, and other menial workers. This restriction doesn't affect any other Dexterity-related abilities. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. It may also include a belt or a leather or cloth apron for carrying tools. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible. In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster. A +1 magic weapon is always masterwork but it does +1 to attack and damage as well as being able to damage some monsters that regulars weapons can't affect, also magic weapon bypass damage reduction for DR/magic while masterwork does not. The clothes have plenty of pockets (especially the cloak). You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. As a means of comparison, some trade goods are detailed on Table: Trade Goods. Normally, operating a light crossbow requires two hands. Darkwood: This rare magic wood is as hard as normal wood but very light. Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy. An arrow could be made of adamantine, but a quarterstaff could not. Sword, Bastard: A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. 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