TEXT: ADVENTURER’S ARMORY 2
  ®
  ™
  
  Weapons
  Simple WeAponS
  Two-Handed Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Lantern staff 
  15 gp 
  1d4 
  1d6 
  ×2 
  — 
  9 lbs. 
  B 
  See text 
  mArtiAl WeAponS 
  Light Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Boarding axe 
  6 gp 
  1d4 
  1d6 
  ×3 
  — 
  3 lbs. 
  P or S 
  —
  Cat-o’-nine-tails 
  1 gp 
  1d3 
  1d4 
  ×2 
  — 
  1 lb. 
  S 
  Disarm, nonlethal
  Dueling dagger 
  12 gp 
  1d3 
  1d4 
  19–20/×2 
  10 ft. 
  1 lb. 
  P or S 
  See text
  Katar, tri-bladed 
  6 gp 
  1d3 
  1d4 
  ×4 
  — 
  2 lbs.  
  P  
  — 
  One-Handed Weapons
  Cutlass 
  15 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  4 lbs. 
  S
  exotic WeAponS 
  Light Melee Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Flying talon  
  15 gp  
  1d3  
  1d4  
  ×2 
  — 
  5 lbs.  
  P or S 
  Disarm, reach, trip, see text 
  Razor, drow 
  25 gp 
  1d3 
  1d4 
  18–20/×2 
  — 
  2 lbs. 
  S 
  See text
  Sanpkhang 
  60 gp 
  1d3 
  1d4 
  19–20/×2 
  — 
  1 lb. 
  P or S 
  Monk, see text 
  War-shield, dwarven 
  50 gp 
  1d4 
  1d6 
  ×2 
  — 
  8 lbs. 
  P or S 
  See text
  Waveblade 
  5 gp 
  1d4 
  1d6 
  18–20/×2  
  — 
  2 lbs. 
  P or S 
  Monk, see text
  One-Handed Weapons
  Sickle-sword 
  20 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  4 lbs. 
  S 
  DistractingUE, see text
  Spiral rapier 
  80 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  3 lbs. 
  P 
  BlockingUE, disarm, see text
  Two-Handed Weapons
  Battle ladder, gnome 
  20 gp 
  1d4/1d4 
  1d6/1d6 
  ×2 
  —  
  8 lbs.  
  B  
  Double, trip, see text
  Boarding gaff 
  8 gp 
  1d4/1d4 
  1d6/1d6 
  ×2 
  —  
  8 lbs.  
  P or S 
  Double, reach, trip 
  Butchering axe 
  65 gp 
  1d12 
  3d6 
  ×3  
  — 
  25 lbs. 
  S 
  See text 
  Chain-hammer 
  35 gp 
  1d4/1d4 
  1d6/1d6 
  ×2 
  20 ft. 
  8 lbs. 
  B 
  Double, see text
  Dorn-dergar, dwarven 
  50 gp 
  1d8 
  1d10  
  ×2 
  — 
  15 lbs. 
  B 
  Reach, see text
  Fauchard 
  14 gp 
  1d8 
  1d10 
  18–20/×2 
  —  
  10 lbs.  
  S  
  Reach, trip
  Piston maul, gnome  
  70 gp  
  1d8  
  1d10  
  ×2 
  —  
  15 lbs.  
  B  
  See text
  Ripsaw glaive, gnome  
  30 gp  
  1d8  
  1d10  
  ×3 
  — 
  12 lbs.  
  S 
  Reach, see text
  Switchscythe  
  18 gp  
  1d6  
  2d4  
  ×4 
  —  
  10 lbs.  
  P or S  
  Trip
  Ranged Weapons
  Flask thrower  
  25 gp  
  —  
  —  
  —  
  20 ft.  
  4 lbs.  
  —  
  See text
  Hornbow, orc 
  130 gp 
  1d8 
  2d6 
  ×3  
  80 ft. 
  7 lbs. 
  P 
  —
  Stormshaft javelin  
  35 gp  
  1d4  
  1d6  
  ×2 
  30 ft.  
  3 lbs.  
  P  
  See text
  armor
   
   
  Armor/Shield 
  Maximum 
  Armor 
  Spell 
   
  Speed         
  Armor/ Shield 
  Cost 
    
  Bonus 
  Dex Bonus 
  Check Penalty 
  Failure     30 ft.    
  20 ft. 
   Weight
  Reinforced tunic 
  1 gp 
  +1 
  +5 
  0 
  5% 
  30 ft.  
  20 ft.  
  5 lbs.
  Spider-silk bodysuit 
  850 gp 
  +3 
  +6  
  –1 
  10% 
  30 ft.  
  20 ft.  
  4 lbs.
  Varisian dancing scarves 
  150 gp  
  See text  
  — 
  0 
  —  
  30 ft.  
  20 ft.  
  8 lbs. 
  Medium Armor
  Chain coat 
  75 gp 
  +4 
  +5 
  –2 
  30% 
  20 ft. 
  15 ft. 
  40 lbs.
  Erutaki coat 
  80 gp 
  +4 
  +3 
  –2 
  20% 
  20 ft.  
  15 ft.  
  24 lbs.
  Heavy Armor
  Alkenstar fortress plate 
  2,100 gp 
  +8 
  +0 
  –7 
  40% 
  20 ft.  
  15 ft.  
  75 lbs.
  Shields
  Snarlshield, steel 
  50 gp 
  +2 
  — 
  –3 
  15% 
  — 
  — 
  20 lbs.
  Snarlshield, wooden 
  37 gp 
  +2 
  — 
  –3 
  15% 
  — 
  — 
  15 lbs.
  War-shield, dwarven 
  50 gp 
  +1 
  — 
  –1 
  20% 
  — 
  — 
  8 lbs.
  The following lists compile the information for all the new armor and weapons presented in the Implements of  War section beginning on page 6.
  WEAPONS AND ARMOR
  
  ON THE COVER
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
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  Pathfinder Player Companion: Adventurer’s Armory 2 © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
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  Development Leads • Ron Lundeen and  
  Mark Moreland
  Authors • Jenny Jarzabski, Mikko Kallio, Isabelle Lee, 
  Luis Loza, Joe Pasini, David N. Ross, and  
  Linda Zayas-Palmer
  Cover Artist • Caio Maciel Monteiro
  Interior Artists • Graey Erb, Forrest Imel, 
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  Editor-in-Chief • F. Wesley Schneider
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  Brad Matteson, Adrian Ng, Joe Pasini, and Lacy Pellazar  
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  TABLE OF CONTENTS
  IntroductIon	
  2
  EquIpmEnt	packagEs	
  4
  ImplEmEnts	of	War	
  6
  puttIng	gEar	to	Work	
  12
  tools	of	thE	tradE	
  16
  advEnturIng	In	stylE	
  20
  Impromptu	EquIpmEnt	
  22
  alchEmIcal	WarEs	
  24
  EquIpmEnt	from	abroad	
  28
  poppEts	
  30
  nExt	month!	
  32
  A canny merchant displays the many 
  useful wares on offer to adventurers able 
  to pay the right price in this detailed 
  cover by Caio Maciel Monteiro.
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game products 
  and uses the following abbreviations. These books are not required to make use of this Player 
  Companion. Readers interested in references to Pathfinder RPG hardcovers can find the complete 
  rules from these books available for free online at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Occult Adventures 
  OA
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Intrigue 
  UI
  Ultimate Magic 
  UM
  
  For adventures in the Inner Sea region, having the right 
  equipment can spell the difference between life and death. 
  Proper clothing protects travelers in the endless deserts of 
  Osirion. Rare alchemical remedies counter the countless 
  diseases and venoms of the Mwangi Expanse. Demon-
  slaying weapons turn the tide of hopeless battles in the 
  Worldwound. Such miraculous items might be found in 
  shops and armories across Golarion, allowing any adventurer 
  to go into the field equipped to succeed.
  Pathfinder Player Companion: Adventurer’s Armory 2 boasts 
  a treasure trove of versatile equipment for heroes of every 
  stripe. This book supplements Pathfinder Player Companion: 
  Adventurer’s Armory, providing new armor, weapons, 
  adventuring gear, alchemical items, and clothing, as well 
  as the most useful tools from out-of-print Pathfinder RPG 
  products. Additionally, this collection presents a host of 
  new feats, spells, magical customizations, and other options, 
  ensuring that adventurers can make the most out of their 
  signature gear.
  EQUIPMENT TRICKS
  The Equipment Trick feat first appeared in Adventurer’s 
  Armory, and grants the user new options and techniques 
  tied to specific types of equipment. This book expands 
  those options, featuring a slew of new equipment tricks. 
  Characters will find new tricks for adventuring gear (page 
  14), musical instruments (page 18), and alchemical items 
  (page 25). For ease of reference, the Equipment Trick feat is 
  provided below.
  EquIpmEnt	trIck	(combat)
  Choose one piece of equipment, such as boots, cloak, heavy 
  blade scabbard, rope, or shield. You understand how to use 
  that item in combat.
  Prerequisite: Base attack bonus +1.
  Benefit: You can use any equipment tricks relating to the 
  item if you meet the appropriate trick requirements. If the 
  item would normally be considered an improvised weapon, 
  you can treat it as either a normal weapon or an improvised 
  weapon, whichever is more beneficial for you.
  Special: You can gain Equipment Trick multiple times. Each 
  time you take the feat, it applies to a new type of equipment.
  ARMORIES OF GOLARION
  From exotic armor and weapons to uncommon gear and 
  rare magic items, the specialized gear adventurers need can’t 
  be found on every street corner. Presented here are a few of 
  the most notable or infamous marketplaces in the Inner Sea, 
  as well as new traits appropriate for characters who might 
  frequent these hubs of commerce.
  absalom
  The Coins district is Absalom’s mercantile heart. Adventurers, 
  explorers, and mercenaries of every kind flock to the City 
  INTRODUCTION
  2
  
  ADVENTURER’S ARMORY 2
  at the Center of the World. As a result, gear for facing any 
  challenge is available in the Coins. While the prices of such 
  tools may vary wildly, those wishing to use coin to grease the 
  wheels of commerce might find new avenues available to 
  them—if they proceed delicately. 
  Amiable Briber (Social): Your attempts to bribe others usually 
  come off as playful or as a gag. The first time someone refuses 
  a bribe you offer, that person’s attitude toward you doesn’t 
  worsen, even if the offer would normally offend the person 
  (as though you had failed a Diplomacy check by 5 or more).
  cassomIr
  The center of Taldor’s vast shipbuilding industry, the city of 
  Cassomir stands at the mouth of the Sellen River. Thanks to 
  the centuries-old Treaty of the Wildwood between Taldor and 
  the druids of the Verduran Forest, Cassomir’s markets also 
  provide rare wood, valuable herbs, and magic items. As a result, 
  many residents know of rare herbs and their arcane uses.
  Bountiful Herb-Lore (Magic): Once per day after 10 minutes 
  of foraging, you can sprinkle nutritious herbs into a magical 
  consumable item (such as a potion of cure light wounds). If the 
  item is consumed within 1 minute, it provides nourishment 
  as if it were a normal meal to the creature that partakes of it.
  katapEsh
  Anything the heart desires is for sale in the City of Trade—
  for the right price. Buyers looking to purchase magic items 
  often visit the Peculiar Emporium, a maze-like collection 
  of shops where the line between mage and merchant 
  blurs. Vendors and shoppers quickly develop a knack for 
  distinguishing the miraculous from the mundane.
  Eye for the Wondrous (Magic): Your experience with magic 
  items clues you in to their properties more quickly than 
  others. You can identify the properties of a magic item using 
  detect magic in 1 round.
  ostEnso
  Thanks to trade from various nations across the Inner Sea 
  region, the Chelish city of Ostenso boasts a bustling port 
  where all manner of trade takes place. Commerce here 
  occurs under the watchful eyes of Chelish bureaucrats 
  and the powerful Chelish navy, whose draconian military 
  presence encourages many otherwise-legitimate merchants 
  to dabble in smuggling.
  Gifted Smuggler (Social): You have a knack for hiding 
  goods on your person. Any small object you attempt to hide 
  on your body is treated as an extraordinarily small object for 
  the purpose of Sleight of Hand checks.
  rIddlEport
  Eight influential crime lords compete for territory and profit 
  among the markets of Riddleport. They jealously protect 
  their operations, sometimes making the task of finding 
  the best vendor a complicated affair. While it is a relatively 
  simple matter to purchase illicit goods in Riddleport, 
  the crime lords still value discretion. As a result, many 
  Riddleport merchants use innuendo and secret languages 
  in the ordinary course of business.
  Master Messenger (Social): Your secret messages are 
  rarely misunderstood. If you fail your Bluff check to pass a 
  simple message by 5 or more, you deliver no message instead 
  of delivering the wrong message.
  RULES INDEX
  In addition to the new armor, equipment, and weapons 
  presented in this Pathfinder Player Companion, the following 
  new rules options are located on the indicated pages. Charts 
  compiling the new weapons, armor, and other equipment in 
  this book can also be found on the inside front and back covers.
  Equipment Tricks 
   
  Page
  Instrument tricks 
   
  19
  Ladder tricks 
   
  14
  Lantern tricks 
   
  14
  Mirror tricks 
   
  15
  Pole tricks 
   
  15
  Smokestick tricks 
   
  25
  Tanglefoot bag tricks 
   
  26
  Thunderstone tricks 
   
  26
  Feats 
  Type 
  Page
  Armor Adept 
  Combat 
  11
  Craft Poppet 
  Item Creation 
  31
  Creative Armorsmith 
  Combat 
  11
  Creative Weaponsmith  
  Combat 
  11
  Darting Viper 
  Combat  
  11
  Dorn-Dergar Master 
  Combat  
  11
  Equipment Trick 
  Combat  
  2
  Hook Fighter 
  Combat 
  22
  Improvisational Healer 
  — 
  22
  Modification Mastery  
  Combat 
  11
  Modification Trainer  
  Combat 
  11
  Modified Weapon Proficiency 
  Combat 
  11
  Poppet Familiar 
  — 
  31
  Tool Optimizer 
  — 
  22
  Weapon Adept  
  Combat 
  11
  Traits 
  Type 
  Page
  Amiable Briber 
  Social 
  3
  Bountiful Herb-Lore 
  Magic 
  3
  Eye for the Wondrous 
  Magic 
  3
  Gifted Smuggler 
  Social 
  3
  Master Messenger 
  Social 
  3
  Well-Provisioned Adventurer 
  Equipment 
  4
  Other Rules Options 
   
  Page
  Armor modifications 
   
  7
  Concoctions 
   
  26
  Poisons 
   
  18
  Magic items 
   
  23
  Spells 
   
  21
  Weapon modifications 
   
  10
  3
  
  Equipment selection can be daunting given the extent of 
  options available, particularly when creating a new character. 
  This section presents premade packages of equipment 
  designed to help any character get off to a good start—no 
  matter her class. The items in each equipment 
  package are fixed, with substitutions 
  permitted only at the GM’s discretion 
  (suggestions for minor alterations are 
  included in each equipment package).
  The 
  Well-Provisioned 
  Adventurer 
  trait allows a PC to select one of 
  the following equipment packages 
  instead of spending starting gold. 
  This is an Equipment trait, a 
  category of trait (like Combat, Magic, 
  or Social) first introduced in Pathfinder 
  Player Companion Adventurer’s Armory. Alternatively, 
  a PC can purchase an equipment package for 1,000 gp, or 
  she might receive an equipment package as a reward from a 
  wealthy NPC in exchange for a valuable service. 
  Well-Provisioned Adventurer (Equipment): You always 
  knew you’d leave your humble beginnings behind and 
  become an adventurer, so you scrimped and saved, buying 
  the necessary equipment one piece at a time until you 
  had everything you needed. Select one of the equipment 
  packages below. If you select this trait during character 
  creation, you do not receive any starting gold.
  ARCANE ADEPT PACKAGE
  The arcane adept has collected useful magical gear to ensure 
  her success on her adventures, and she prides herself on 
  having just the right tool for the job. This equipment package 
  is appropriate for an arcanistACG, sorcerer, witchAPG, or 
  wizard. Some bards and summonersAPG might 
  also find it attractive. This equipment 
  package can also work for a magusUM if 
  the 1st-level scrolls and wand are replaced 
  with a masterwork melee weapon.
  Weapons: Light crossbow with 10 
  bolts, quarterstaff.
  Combat Gear: Acid (2), scrolls of 
  comprehend languages (2), scroll 
  of detect secret doors, scroll of 
  glitterdust, scrolls of identify (2), 
  scroll of mount, scroll of rope trick, 
  thunderstone, wand of mage 
  armor (16 charges).
  Other 
  Gear: 
  Backpack, 
  bedroll, belt pouch, candles (5), chalk (5 pieces), flint and 
  steel, ink, inkpen, ioun torchUE, journalUE, magnifying glass, 
  mess kitUE, scroll boxUE, silk rope (50 ft.), spell component 
  pouch, trail rations (5 days), waterskin, 3 gp.
  Total Weight: 45 lbs. (28-3/4 lbs. for a Small character).
  DARING BRAVO PACKAGE
  The daring bravo is equally adept in social situations and 
  combat, with the right equipment to move fluidly from 
  one to the other. Such adventurers are known as much for 
  their flair and panache as their martial prowess, and the 
  daring bravo’s equipment is often ornately ornamented or 
  personalized. This equipment package is good for a bard, 
  fighter, rogue, swashbucklerACG, or vigilanteUI. Certain 
  cavaliersAPG, investigatorsACG, skaldsACG, or even paladins 
  may also find it appealing. If the PC can cast spells, add a 
  spell component pouch. 
  Armor: Masterwork chain shirt.
  Weapons: Light crossbow with 
  10 bolts, masterwork rapier, sap, 
  alchemical silver dagger.
  Combat 
  Gear: 
  Acid 
  (2), 
  alchemist’s kindnessUE, potions of 
  cure light wounds (2), sunrods (3).
  Other Gear: Backpack, bedroll, 
  belt pouch, bottle of fine wine, chalk (5 
  pieces), courtier’s outfit with 50 gp in jewelry, flask, flint and 
  steel, grooming kitUE, masterwork musical instrument, mess 
  kitUE, mirror, perfume or cologneUE, sack, signet ring, silk rope 
  (50 ft.), trail rations (5 days), waterskin, whetstone, 5 gp.
  Total Weight: 76-1/2 lbs. (40-1/2 lbs. for a Small character). 
  HOLY WARRIOR PACKAGE
  The holy warrior is prepared to use her might and zeal 
  to take the fight to the enemy, but she understands the 
  importance of having the right equipment to overcome the 
  resistances of her monstrous foes. This equipment package 
  is well-suited to a cleric, inquisitorAPG, paladin, warpriestACG, 
  or even a fighter with a religious background. It’s especially 
  suited to characters who focus on supporting their party 
  members and making them more effective 
  in a fight. Even more than with other 
  equipment packages, the GM should 
  consider substituting the masterwork 
  longsword in this package with a 
  masterwork melee weapon appropriate 
  to the PC’s faith. If the PC can cast spells, 
  add a spell component pouch. 
  Armor: Heavy steel shield, masterwork 
  breastplate.
  Weapons: 
  Cold 
  iron 
  morningstar, 
  heavy crossbow with 10 bolts, masterwork 
  longsword.
  Combat Gear: Alchemist’s fire (3), 
  holy water (4), oil of bless weapon, potions 
  of cure light wounds (2), potion of protection 
  from evil, sunrods (3).
  Other Gear: Backpack, bedroll, belt pouch, candles (5), 
  chalk (5 pieces), crowbar, flint and steel, holy symbol (silver), 
  mess kitUE, sack, silk rope (50 ft.), trail rations (5 days), 
  waterskin, 7 gp.
  Total Weight: 102 lbs. (57-1/4 lbs. for a Small character).
  EQUIPMENT PACKAGES
  4
  
  ADVENTURER’S ARMORY 2
  LORE SEEKER PACKAGE
  The lore seeker has the equipment necessary to delve 
  into ancient ruins searching for lost knowledge. As this 
  equipment package contains little by 
  way of armor or weapons, it is most 
  appropriate for alchemistsAPG, bards, 
  monks, sorcerers, and wizards. If the PC 
  can cast spells, add a spell component pouch 
  and a holy symbol (if required).
  Weapons: Light crossbow with 10 
  bolts, quarterstaff, silver dagger.
  Combat Gear: Alchemist’s fire (3), 
  antitoxin, oil of erase, potions of cure 
  light wounds (2), potion of protection from 
  evil, tanglefoot bag, thunderstone.
  Other Gear: Backpack, bedroll, 
  belt 
  pouch, 
  candles 
  (5), 
  chalk 
  (5 
  pieces), 
  compassUE, 
  crowbar, 
  everburning torch, flint and steel, 
  grappling hook, ink, inkpens (2), journalsUE 
  (2), magnifying glass, mapmaker’s kitUE, mess kitUE, sack, 
  signal whistle, silk rope (50 ft.), trail rations (5 days), traveler’s 
  any-toolUE, waterskin, 8 gp.
  Total Weight: 44 lbs. (27-3/4 lbs. for a Small character).
  MYSTIC GUIDE PACKAGE
  This equipment package is designed to provide the most 
  aid to divine casters, such as clerics, druids, oraclesAPG, and 
  inquisitorsAPG, who prefer to help their companions from 
  behind the front lines of a fight. 
  Armor: Leather armor, light wooden shield.
  Weapons: Shortspear, sling with 10 bullets.
  Combat Gear: Antitoxin, bead of blessing (as a lesser strand 
  of prayer beads without the bead of healing), holy water (2), 
  scrolls of cure light wounds (2), scroll of 
  endure elements.
  Other Gear: Backpack, bedroll, 
  belt pouch, candles (5), chalk (5 
  pieces), flint and steel, healer’s kit, 
  holy symbol (silver), ioun torchUE, 
  mess kitUE, mirror, sack, shovel, silk 
  rope (50 ft.), smelling saltsUE, soap, 
  spell component pouch, trail 
  rations (5 days), waterskin, 4 sp.
  Total Weight: 67 lbs. (39-1/4 
  lbs. for a Small character).
  QUESTING KNIGHT 
  PACKAGE
  If not descended from nobility, the questing knight certainly 
  looks like he fits the part. This equipment package is useful for 
  cavaliersAPG, fighters, and paladins. If the PC can cast spells, add 
  a spell component pouch and a holy symbol (if required). If the 
  PC gains a mount from a class feature, remove the horse from 
  the list below and replace the lance with a masterwork lance. 
  Armor: Half-plate, heavy wooden shield.
  Weapons: Javelins (4), lance, longsword.
  Combat Gear: Sunrods (2).
  Other Gear: Backpack, banner, bedroll, belt pouch, flask, 
  flint and steel, mess kitUE, pole (10 ft.), sack, shovel, signet 
  ring, silk rope (50 ft.), trail rations (5 days), waterskin, 
  whetstone, 8 gp.
  Mount: Heavy horse (combat trained) with bit and 
  bridle, military saddle, and saddlebags.
  Total Weight: 127-1/2 lbs. (73-3/4 lbs. for a 
  Small character).
  SHADOWY STALKER 
  PACKAGE
  Skulking through a city or a 
  dungeon, the shadowy stalker 
  is equipped to strike quickly 
  and fade away. This equipment 
  package 
  is 
  appropriate 
  for 
  stealthy characters such as 
  rangers, rogues, and slayersACG, 
  and for some bards and investigatorsACG. If the PC can cast 
  spells, add a spell component pouch. 
  Armor: Masterwork leather armor.
  Weapons: Daggers (3), masterwork sickle, sap.
  Combat Gear: Alchemist’s fire (3), smokesticks (2), 
  sunrods (2).
  Other Gear: Bedroll, belt pouch, caltrops, candles (5), 
  chalk (5 pieces), disguise kit, flint and steel, glass cutterUE, 
  masterwork backpackAPG, masterwork thieves’ tools, mess 
  kitUE, sack, silk rope (50 ft.), sleeves of many garmentsUE, trail 
  rations (5 days), waterskin, 1 gp.
  Total Weight: 63 lbs. (33-1/4 lbs. for a Small character).
  WILDERNESS WANDERER PACKAGE
  This equipment package is appropriate for any lightly-
  armored combatant in the wild, such as a barbarian, hunterACG, 
  or ranger. If the PC can cast spells, add a spell component 
  pouch and holly and mistletoe. The GM might consider 
  altering 
  which 
  weapon 
  is masterwork, based on 
  the PC’s specialization. For 
  example, an archery-focused ranger 
  might prefer a masterwork composite longbow 
  over a masterwork greataxe.
  Armor: Light wooden quickdraw shieldUE, 
  masterwork studded leather armor.
  Weapons: 
  Cold 
  iron 
  flail, 
  composite 
  longbow with 20 arrows, masterwork greataxe, 
  short sword.
  Combat Gear: Alchemist’s fire (2), antitoxin, potion of keen 
  sensesAPG, sunrods (3).
  Other Gear: Backpack, bedroll, belt pouch, chalk (5 pieces), 
  climber’s kit, cold-weather outfit, fishhook, flint and steel, 
  mess kitUE, pole (10 ft.), shovel, signal whistle, silk rope (50 ft.), 
  trail rations (5 days), waterskin, 2 sp.
  Total Weight: 108-1/2 lbs. (63-1/4 lbs. for a Small character).
  5
  
  Use of expertly crafted armor and weapons, combined with 
  the tactical expertise to best use their advantages, can give 
  cunning adventurers a significant edge in life-or-death 
  situations. Tables further detailing the items presented in 
  this section can be found on the inside covers.
  ARMOR
  The following new armors provide specialized protection.
  ALKENSTAR FORTRESS 
  PLATE
  PRICE 2,100 GP
  ARMOR BONUS +8
  This dwarf-forged armor features layers 
  of overlapping plates molded to deflect 
  projectiles—especially 
  those 
  from 
  firearms. Whenever you are the target 
  of a ranged weapon attack that would 
  ignore your armor bonus to AC, you 
  add half the fortress plate’s armor 
  bonus (including enhancement bonuses) 
  to your AC against that attack. This benefit 
  does not apply to energy attacks or magical 
  touch attacks such as rays. Because the armor is designed with 
  dwarves in mind, If you have the dwarf’s weapon familiarity 
  racial trait, you increase this projectile-only bonus by 1. Fortress 
  plate is incredibly bulky, and its armor category can’t be reduced 
  by any effect (including by special materials, such as mithral). 
  Fortress plate includes gauntlets and a helm.
  CHAIN COAT
  PRICE 75 GP
  ARMOR BONUS +4
  This relatively simple armor consists of heavy chains that wrap 
  around your body and limbs. While it weighs more and provides 
  less protection than other medium armors, it is also less of a 
  hindrance. In addition, if you are wielding a spiked chain, you 
  can affix it to one hand. This functions as a locked gauntlet, 
  and if you are proficient with spiked chains, you can treat the 
  spiked chain as a one-handed weapon while it is attached. You 
  can affix a spiked chain to each hand this way, but you can’t 
  wear locked gauntlets while wearing a chain coat, and you can’t 
  attach any weapon to a chain coat except spiked chains.
  ERUTAKI COAT
  PRICE 80 GP
  ARMOR BONUS +4
  Used by the Erutaki human tribes and snowcaster 
  elves native to the arctic tundra of the Crown 
  of the World, this heavy parka is treated 
  as an armored coatUE. It provides the 
  benefits of a cold-weather outfit, and 
  it can be donned or removed as a move 
  action. In addition, the fluffy white fur of 
  the parka blends into arctic landscapes, 
  providing a +2 circumstance bonus on 
  Stealth checks in snowy environments.
  SNARLSHIELD
  PRICE
  varies
  Wooden
  SHEILD BONUS +2
  37 GP
  Steel
  SHEILD BONUS +2
  60 GP
  The snarlshield is a heavy shield that features a dozen rods 
  protruding from its surface. When used as a weapon to bash an 
  opponent, a snarlshield has the disarm quality (Core Rulebook 144).
  SPIDER-SILK BODYSUIT
  PRICE 850 GP
  ARMOR BONUS +3
  This exotic form-fitting garment is woven 
  entirely from alchemically treated 
  silk harvested from giant spiders 
  or other arachnid creatures. If you 
  have the drow’s weapon familiarity 
  racial trait, you treat the spider-silk 
  bodysuit’s maximum Dexterity bonus as 2 higher.
  TUNIC, REINFORCED
  PRICE 1 GP
  ARMOR BONUS +1
  Sometimes called a leine, this belted tunic has thick cords 
  woven through it that cover vital areas. A reinforced tunic’s 
  armor bonus is increased by 2 against attack rolls made to 
  confirm critical hits against the wearer. 
  VARISIAN DANCING 
  SCARVES  
  PRICE 150 GP
  ARMOR BONUS see text
  This set of colorful scarves, is made of heavy silk and reinforced 
  with leather straps. As you move, they flutter and flow, obscuring 
  your shape and protecting against enemy attacks. Varisian dancing 
  scarves provide no benefit while you are standing still. Whenever 
  you move at least 10 feet during your turn, you gain a +2 armor 
  bonus to AC until the beginning of your next turn. Varisian dancing 
  scarves add their enhancement bonus to this armor bonus instead 
  of providing a constant benefit; other magical enhancements (such 
  as light fortification) apply whether or not you are moving. In 
  addition, Varisian dancing scarves provide a +2 circumstance bonus 
  on Bluff checks made to feint in combat.
  WAR SHIELD, DWARVEN
  PRICE 50 GP
  SHIELD BONUS +1
  This shield’s sides are cut into jagged 
  angles and honed to razor sharpness. 
  Dwarven skirmishers often wield 
  these shields in pairs, savagely 
  hacking opponents to pieces, while 
  some dwarven scoundrels enjoy the 
  shields’ imposing appearance and ease 
  of use. If you have the Two-Weapon 
  Fighting feat and are wielding two dwarven war-shields, 
  increase the higher of the two shield bonuses by 1. You lose this 
  benefit for 1 round when you make a shield bash with one or 
  both dwarven war-shields (unless you have the Improved Shield 
  Bash feat or a similar benefit). A hand holding a dwarven war-
  shield can’t be used for anything else. A dwarven war-shield 
  gains no benefit from shield spikes.
  IMPLEMENTS OF WAR
  6
  
  ADVENTURER’S ARMORY 2
  ARMOR MODIFICATIONS
  Not all adventurers settle for off-the-shelf armor. Master 
  smiths can modify armor, tailoring it to its user’s needs. 
  While these modifications add to the price (and often the 
  weight) of the modified armor, customized gear can prove its 
  worth on the battlefield. These modifications are added to 
  mundane armor after creation at the listed cost. Modifying 
  magical armor increases the listed cost of modifications by 
  50%. A suit of armor can bear only one modification.
  In addition to altering the price and weight of the 
  modified armor, each armor modification has a drawback. 
  In cases where the drawback reduces the wearer’s speed, 
  the slow and steady dwarf racial trait allows the wearer to 
  ignore the speed reduction. The Armor Adept feat (see page 
  11) allows a skilled wearer to ignore penalties imposed by 
  armor-modification drawbacks. 
  BURNISHED
  PRICE +500 GP
  WEIGHT +5 lbs.
  Metal armor can be polished to reflect light in your enemies’ 
  eyes. In areas of bright light, all enemies within 30 feet that can 
  see you must succeed at a Will saving throw (DC = 10 + your 
  base attack bonus) or be dazzled for 1 round. Regardless of the 
  result of its saving throw, a target may only be affected by this 
  armor modification once per day.
  DRAWBACK
  Polished armor imparts a –10 penalty to Stealth checks made in 
  areas of bright or normal light.
  DEFLECTING
  PRICE +1,000 GP
  WEIGHT +10 lbs.
  The artistry of a piece of armor’s design lies not just in the 
  protection it provides but also in its ability to deflect blows, 
  creating momentary windows of opportunity when an 
  opponent’s attack is rebuffed. When an opponent attacks you 
  with a bludgeoning or slashing melee weapon and misses by 5 
  or fewer, you gain a +1 circumstance bonus on your first melee 
  attack roll against that opponent during your next turn.
  DRAWBACK
  Deflecting armor reduces your speed by 5 feet.
  DOUBLE-PLATED
  PRICE +1,000 GP
  WEIGHT +20 lbs.
  Plating adds protection to a suit of armor’s wearer at the cost of 
  mobility. Double-plated armor’s armor bonus is increased by 1, 
  and its maximum Dexterity bonus is reduced by 2.
  DRAWBACK
  Double-plated armor’s armor category (light, medium, or 
  heavy) is considered to be one heavier. Heavy armor that has 
  the modification added to it is too restrictive to use without the 
  Armor Adept (double-plated) feat (see page 11). 
  JARRING
  PRICE +1,000 GP
  WEIGHT +20 lbs.
  Opponents who swing too hard at targets wearing this armor 
  often regret it—striking jarring armor sends a shock up the arm. 
  Whenever an opponent makes a melee attack against you 
  using the Power Attack feat and misses by 5 or fewer, he must 
  succeed at a Fortitude saving throw (DC = 10 + the bonus that 
  Power Attack would have applied to the attacker’s weapon 
  damage roll) or be sickened for 1 round.
  DRAWBACK
  Jarring armor reduces your speed by 5 feet.
  NIMBLE
  PRICE +1,000 GP
  WEIGHT +5 lbs.
  Nimble armor is designed for flexibility and ease of use, 
  although this compromises its protective qualities. Nimble 
  armor’s maximum Dexterity bonus is increased by 2, and its 
  armor check penalty is reduced by 1 (minimum 0).
  DRAWBACK
  Nimble armor’s armor bonus is reduced by 1.
  RAZORED
  PRICE +1,350 GP
  WEIGHT +10 lbs.
  With every plate sharpened to a cutting edge, razored armor 
  punishes those who get too close. Armor with the razored 
  modification counts as having masterwork armor spikes; if the 
  armor already had armor spikes or masterwork armor spikes, 
  decrease the cost of the razored modification by the cost of the 
  existing armor spikes. Whenever an opponent hits you with a 
  melee touch attack or succeeds at a combat maneuver check to 
  grapple, she must succeed at a Reflex saving throw (DC = 10 + 
  your base attack bonus) or take an amount of piercing damage 
  equal to 1d6 plus the armor’s enhancement bonus.
  DRAWBACK
  Razored armor reduces your speed by 5 feet. In addition, razored 
  armor takes twice as long to don or remove. 
  SLUMBERING
  PRICE +500 GP
  WEIGHT +5 lbs.
  Soldiers in the field and adventurers in the dungeon both find 
  slumbering armor to be a boon, as its layers of downy internal 
  padding allow the wearer to rest comfortably while armored. 
  Slumbering armor is considered to be one category lighter for 
  the purpose of sleeping in the armor. This allows you to sleep in 
  medium armor without penalty, and if you have the Endurance 
  feat (or another method of sleeping in medium armor) you can 
  sleep in heavy slumbering armor without penalty.
  DRAWBACK
  Slumbering armor’s armor check penalty is increased by 1. 
  This increase is applied after reductions for armor material and 
  masterwork armor. 
  VITALGUARD
  PRICE +500 GP
  WEIGHT +15 lbs.
  This well-designed armor reinforces your defenses, adding 
  layers of padding or mail to your most vulnerable locations. 
  Vitalguard armor’s bonus to AC is increased by 2 for the purpose 
  of confirming critical hits against you.
  DRAWBACK
  Vitalguard armor reduces your speed by 5 feet.
  7
  
  WEAPONS 
  The following new weapons represent traditions of battle from 
  across Golarion. See the book’s inside covers for more details.
  BATTLE LADDER, GNOME
  PRICE 20 GP
  TYPE exotic
  Gnomes use these narrow, reinforced, 4-foot ladders as 
  weapons. Fighting with a battle ladder is like fighting with a 
  quarterstaff, except that the spaces in the ladder can be used 
  to entangle limbs, granting the ladder the trip weapon feature.
  BOARDING AXE
  PRICE 6 GP
  TYPE martial
  A boarding axe is similar to a handaxe, but features a spike that 
  allows the weapon to do either slashing or piercing damage. When 
  in hand, a boarding axe grants a +2 circumstance bonus on Climb 
  checks to scale wooden or other penetrable surfaces, such as ice. 
  BOARDING GAFF
  PRICE 8 GP
  TYPE exotic
  A boarding gaff, or gaff hook, is a long pole with a hook for 
  spearing fish. Pirates often add extra, heavier hooks to both ends of 
  boarding gaffs to assist with boarding actions, giving the weapon 
  its common name. A boarding gaff can also be used for fishing.
  BUTCHERING AXE
  PRICE 65 GP
  TYPE exotic
  A creation of the orc smiths of Belkzen, this axe 
  has an oversized head bristling with spikes 
  and a long, thick haft that only barely 
  counterbalances its weight. If your Strength 
  is less than 19 (or 17 for a Small or smaller 
  butchering axe), you take a –2 penalty on 
  attacks with it, as you’re unable to 
  maneuver its daunting size and weight.
  CAT-O’-NINE-TAILS
  PRICE 1 GP
  TYPE martial
  This short whip is made of nine knotted thongs about 3 feet in 
  length. A cat-o’-nine-tails deals no damage to any creature with 
  an armor bonus of +1 or higher or a natural armor bonus of +3 
  or higher.
  CHAIN-HAMMER
  PRICE 35 GP
  TYPE exotic
  This pair of hammers is linked by a loose chain. While the two 
  hammers are balanced to wield in melee together, the chain is long 
  enough that you can throw one hammer a short distance and then 
  pull it back; pulling the chain to retrieve the thrown hammer is a 
  move action. The chain-hammer’s maximum throwing range is 10 
  feet. Dwarf rangers are fond of using chain-hammers, often using a 
  locked gauntlet to make sure one of the hammers remains secure.
  CUTLASS
  PRICE 15 GP
  TYPE martial
  This short, curved sword is favored by seafarers for close-
  quarters combat. It is treated as a scimitar for any effects that 
  apply to scimitars.
  DORN-DERGAR, DWARVEN
  PRICE 50 GP
  TYPE exotic
  This 10-foot-long chain is weighted at 
  the end by a ball of solid iron the 
  size of a large fist. By adjusting 
  the slack of the chain, the weapon 
  can be used either with or without 
  reach. Changing between using it as a 
  normal weapon and a reach weapon is a move action.
  DUELING DAGGER
  PRICE 12 GP
  TYPE martial
  This dagger is used in the off hand to block attacks. When you 
  fight defensively or use Combat Expertise while wielding a 
  dueling dagger, your bonus to AC increases by 1. This benefit 
  applies even if you did not attack with the dueling dagger. If you 
  aren’t proficient with a dueling dagger, you treat it as a dagger 
  and gain no special benefits. Any effects that apply to daggers 
  apply to dueling daggers.
  FAUCHARD
  PRICE 14 GP
  TYPE exotic
  Like a glaive, the fauchard is a curved blade at the end of a pole. 
  However, the cutting edge of a fauchard is along the concave 
  side, like that of a sickle or scythe. 
  FLASK THROWER
  PRICE 25 GP
  TYPE exotic
  This staff has a cradle at the end, designed to hold alchemical 
  weapons such as acid. A flask thrower significantly extends the 
  range of thrown substances that deal splash damage, such as 
  acid, alchemist’s fire, or holy water, as well as that of tools such 
  as tanglefoot bags, thunderstones, or caltrops.
  FLYING TALON
  PRICE 15 GP
  TYPE exotic
  This weapon consists of a three-
  pronged, barbed hook attached to a 
  length of chain. Due to the weapon’s 
  unwieldiness, you cannot make 
  attacks of opportunity with a flying 
  talon and do not threaten any squares 
  with it.
  HORNBOW, ORC
  PRICE 130 GP
  TYPE exotic
  Larger even than a longbow, these bows are often made from 
  the horns of great beasts. Though they have a shorter range 
  than other bows, their greater destructive power is highly 
  favored by orcs and their kin. All hornbows are composite bows 
  and can be modified to benefit from high Strength scores in the 
  same way as other composite bows. Any effect that applies to 
  both longbows and shortbows also applies to hornbows.
  8
  
  ADVENTURER’S ARMORY 2
  KATAR, TRI-BLADED
  PRICE 6 GP
  TYPE martial
  Where most punching daggers boast a single thick blade, the 
  tri-bladed katar features a fan of three splayed razor edges. 
  Any effects that apply to a punching dagger also apply to a 
  tri-bladed katar.
  LANTERN STAFF
  PRICE 15 GP
  TYPE simple
  This long metal staff has reservoirs for 
  lamp oil, and a lantern-like structure at 
  its head. The lantern staff is fueled as and 
  provides light as a hooded lantern. While lit, attacks 
  with the lantern staff deal 1 point of fire damage 
  in addition to the normal damage. Any effects 
  that apply to a quarterstaff, except those 
  that require it be used as a double 
  weapon, also apply to a lantern staff.
  PISTON MAUL, GNOME
  PRICE 70 GP
  TYPE exotic
  An alchemically fired piston in the head of this two-handed 
  hammer strikes targets with astounding force. Successful sunder 
  attacks made with a piston maul deal an additional 4 points of 
  damage. A piston maul requires a thunderstone to function; 
  otherwise, it functions as a greatclub. Inserting a thunderstone into 
  the weapon’s compartment is a standard action, and powers the 
  weapon for 24 hours, after which the thunderstone is consumed.
  RAZOR, DROW
  PRICE 25 GP
  TYPE exotic
  Meant for quick strikes and slashes, this long, slender knife is 
  incredibly sharp along one edge. Drow swashbucklers and assassins 
  are particularly fond of these weapons. A confirmed critical hit 
  or successful sneak attack with a drow razor deals an additional 
  2 points of damage; this damage is precision damage and is not 
  multiplied on a critical hit. A character with the drow’s weapon 
  familiarity racial trait treats the drow razor as a martial weapon. 
  RIPSAW GLAIVE, GNOME
  PRICE 30 GP
  TYPE exotic
  The blade of this glaive is serrated and mounted on an axle, 
  around which a heavy cord is wrapped. When the cord is pulled 
  as a move action, the blade spins rapidly for a number of rounds 
  equal to your Strength bonus. While the blade is spinning, you 
  gain a +2 bonus on damage rolls with the weapon. When the 
  blade is not spinning, treat this weapon as a glaive. 
  SANPKHANG 
  PRICE 60 GP
  TYPE exotic
  This elaborate knife is carved with special barbs and grooves, 
  meant to channel toxins into the bloodstream. Any injury 
  poison delivered with a sanpkhang has its DC increased by 1, 
  or by 2 if delivered as part of a critical hit or sneak attack. The 
  vishkanya’sARG weapon familiarity racial trait grants proficiency 
  with the sanpkhang.
  SICKLE-SWORD
  PRICE 20 GP
  TYPE exotic
  Favored by those residents of Irrisen with no talent for witchcraft, 
  this exotic blade curves multiple times along its 3-1/2 feet. The 
  sickle-sword’s hilt is long and curved, and its blade bears a small 
  secondary grip partway up its length. These allow a wielder 
  with a free hand to rapidly twist the sword in unpredictable 
  ways. When wielding a sickle-sword in one hand and nothing 
  in the other, you can spend a swift action to gain a +2 bonus on 
  your next attack roll before the end of your turn.
  SPIRAL RAPIER
  PRICE 80 GP
  TYPE exotic
  This rapier like weapon has a thicker blade than normal, which 
  is shaped into a corkscrewing spiral of sharpened edges. These 
  edges can catch enemy weapons, making it ideal for disarming 
  or parrying. You can use the Weapon Finesse feat to apply 
  your Dexterity modifier instead of your Strength modifier to 
  attack rolls with a spiral rapier sized for you, even though 
  it isn’t a light weapon. You can’t wield a spiral rapier 
  in two hands in order to apply 1-1/2 times your 
  Strength modifier to its damage. Any effects that 
  apply to rapiers also apply to a spiral rapier.
  STORMSHAFT JAVELIN
  PRICE 35 GP
  TYPE exotic
  This single-use javelin bears a thunderstone just behind the 
  head. If you successfully strike a target with one of these 
  javelins, the creature takes damage as normal and is the center 
  of the thunderstone’s effect. If you miss, roll to see where the 
  javelin lands (as if determining a miss with a splash weapon); 
  that square becomes the center of the thunderstone’s effect.
  SWITCHSCYTHE
  PRICE 18 GP
  TYPE exotic
  This scythe has a spring-loaded blade that folds down into the 
  weapon’s handle. Opening the scythe blade is a swift action, and 
  closing it again is a standard action. You can use Bluff or Sleight 
  of Hand to treat a closed switchscythe as a hidden weapon; the 
  apparatus can be disguised with 1 minute of work, which grants a 
  +5 bonus on such checks. This disguise is ruined when the weapon 
  is opened and must be reapplied to hide the weapon again. Any 
  effects that apply to a scythe also apply to a switchscythe.
  WAR-SHIELD, DWARVEN
  PRICE 50 GP
  TYPE exotic
  See the entry on page 6.
  WAVEBLADE
  PRICE 5 GP
  TYPE exotic
  Also known as a “scorpion’s tail” due to its unique, stinger-like 
  shape, this short, double-curved blade has 
  no hilt but features a knuckle guard. You 
  gain a +2 bonus to your CMD against 
  disarm attempts made to disarm you of 
  a waveblade. 
  9
  
  FIGHTER WEAPON GROUPS 
  The new weapons fall into the following weapon groups.
  Axes: Boarding axe, butchering axe.
  Blades, Heavy: Cutlass, sickle-sword, switchscythe.
  Blades, Light: Drow razor, dueling dagger, sanpkhang, 
  spiral rapier.
  Bows: Orc hornbow.
  Close: Dwarven war-shield, tri-bladed katar, waveblade.
  Double: Boarding gaff, chain-hammer, gnome battle ladder.
  Flails: Cat-o’-nine-tails, dwarven dorn-dergar, flying talon.
  Hammers: Chain-hammer, gnome piston maul, lantern staff.
  Monk: Sanpkhang.
  Polearms: Boarding gaff, fauchard, gnome ripsaw glaive.
  Spears: Stormshaft javelin.
  Thrown: Chain-hammer, dueling dagger, flask thrower, 
  stormshaft javelin.
  WEAPON MODIFICATIONS
  Some smiths or inventive adventurers are unsatisfied with 
  traditional weapon designs, adding custom improvements 
  to the weapons they craft. These modifications are added 
  to mundane weapons after creation at the listed cost, 
  but modifying magical weapons increases the cost of 
  modifications by 50%. As with enchanting, modifications 
  are applied to ammunition in sets of 50. A weapon can 
  normally only bear one modification at a time.
  After being modified, a weapon’s category (simple, martial, 
  or exotic) increases by one step. While a character proficient 
  with all martial weapons can use a modified simple weapon 
  without additional training, modified martial weapons 
  require the Exotic Weapon Proficiency feat to use without 
  taking penalties. An exotic weapon that receives modifications 
  cannot be wielded without the Modified Weapon Proficiency 
  or Weapon Adept feat (see page 11). A character proficient 
  with a specific weapon (such as a cleric’s proficiency with her 
  deity’s favored weapon) is not automatically proficient with a 
  modified weapon of that type.
  BRUTALLY WEIGHTED
  PRICE +1,500 GP
  WEIGHT +1 lb.
  A brutally weighted weapon is balanced to put more weight 
  on the striking surface, knocking targets off balance with 
  every blow. Only bludgeoning melee weapons can be brutally 
  weighted. This modification can be added to a greatclub or 
  tetsuboUE without increasing its weapon’s category, but doing 
  so increases the cost of modification by an additional 1,500 
  gp. A creature hit with a brutally weighted weapon takes a 
  –2 penalty to its CMD against bull rush, reposition, and trip 
  combat maneuvers until the end of its next turn or until after it 
  is subject to such a maneuver (whichever comes first).
  DUAL-BALANCED
  PRICE +2,000 GP
  WEIGHT —
  Dual-balanced weapons are balanced to be wielded in tandem. 
  Only melee weapons can be dual-balanced. When wielding 
  two weapons with the dual-balanced modification, reduce any 
  two-weapon fighting penalties by 1 for both weapons. The 
  weapons do not need to be the same type, but both must have 
  the dual-balanced modification.
  JAGGED HOOKS
  PRICE +1,000 GP
  WEIGHT +1 lb.
  Brutal hooks and barbs are worked along the weapon’s blade 
  or length. Only piercing or slashing weapons can have jagged 
  hooks. Projectile weapons can’t have jagged hooks, but their 
  ammunition can. A weapon with jagged hooks deals additional 
  damage equal to the weapon’s critical hit multiplier on a 
  confirmed critical hit; this additional damage is added to the 
  final total, and is not multiplied by the critical hit multiplier. 
  RAZOR-SHARP
  PRICE +1,000 GP
  WEIGHT —
  The weapon’s edge is honed to incredible sharpness. The 
  weapon’s edge dulls after a number of daily uses, but the 
  bonus can be reset by spending 15 minutes whetting the blade 
  after a night’s rest. Only piercing or slashing weapons can have 
  the razor-sharp modification. Projectile weapons can’t be razor-
  sharp, but their ammunition can. A razor-sharp weapon gains a 
  +1 bonus on weapon damage rolls for a number of attacks each 
  day equal to 3 + your base attack bonus.
  SERRATED EDGE
  PRICE +2,000 GP
  WEIGHT —
  The weapon’s blade inflicts wounds that bleed profusely. Only 
  piercing or slashing melee weapons can have a serrated edge. 
  This modification can be added to a sawtooth sabreUE or rhoka 
  swordUE without increasing its weapon category, but doing so 
  increases the cost of modification by 2,000 gp. When you make 
  an attack with a weapon with a serrated edge, you can take a –2 
  penalty on the attack roll. If you do and the attack deals damage, 
  the weapon also inflicts 1 point of bleed damage. This bleed 
  stacks with itself (to a maximum equal to the weapon’s critical 
  multiplier), but does not stack with bleed from other sources.
  TACTICALLY ADAPTED
  PRICE +2,000 GP
  WEIGHT —
  A tactically adapted weapon is designed for specialized tactics 
  rather than just swinging and stabbing. Only melee weapons can 
  be tactically adapted. When this quality is added to a weapon, 
  choose a weapon quality from the following list: blockingUE, 
  brace, disarm, distractingUE, nonlethal, performanceUE, or trip. 
  The modified weapon gains that weapon quality.
  VERSATILE DESIGN
  PRICE +500 GP
  WEIGHT —
  A weapon with the versatile design modification is easier 
  to wield for those skilled with other weapon groups. When 
  versatile design is added to a weapon, choose a fighter weapon 
  group. The modified weapon is considered to be a weapon of 
  that weapon group (such as for the fighter’s weapon training 
  class feature). A melee weapon cannot be considered part of a 
  weapon group for ranged weapons, and vice versa.
  10
  
  ADVENTURER’S ARMORY 2
  FEATS 
  These feats expand upon the armor and weapon modifications 
  and rules presented in the previous sections. Feats requiring 
  ranks in Craft (weapons) as a prerequisite can use the same 
  number of ranks in Craft (bows) to meet this prerequisite if 
  the modification is being placed on a bow.
  armor	adEpt	(combat)
  You are skilled at using customized armor.
  Benefit: Choose two armor modifications (such as 
  deflecting or jarring). You no longer suffer the drawbacks of 
  wearing armor with those modifications.
  Normal: Each type of armor modification imparts a 
  drawback on a wearer.
  Special: You can gain this feat multiple times, choosing 
  two different armor modifications each time.
  crEatIvE	armorsmIth	(combat)
  You can temporarily customize your own armor.
  Prerequisites: 
  Craft 
  (armor) 
  3 
  ranks, 
  Knowledge 
  (engineering) 3 ranks.
  Benefit: With an hour of work, you can temporarily add 
  an armor modification of your choice to your armor, or 
  temporarily remove an existing modification, at no cost. You 
  must have access to masterwork artisan’s tools designed for 
  armorsmithing to perform this alteration. This alteration 
  lasts for 8 hours. Armor modifications you add this way only 
  provide their benefits to you; any other wearer suffers the 
  modification’s drawbacks but does not gain its benefits.
  crEatIvE	WEaponsmIth	(combat)
  You can temporarily customize your own weapons.
  Prerequisites: Craft (weapons) 3 ranks, Knowledge 
  (engineering) 3 ranks. 
  Benefit: With an hour of work, you can temporarily add 
  a weapon modification of your choice to your weapon (or 
  temporarily remove an existing modification) at no cost. You 
  must have access to masterwork artisan’s tools designed for 
  weaponsmithing to perform this alteration. This alteration 
  lasts for 8 hours. Weapon modifications you add this way 
  only provide their benefits to you; any other wielder treats 
  the weapon as one category more difficult to use than 
  normal, but does not gain its benefits.
  dartIng	vIpEr	(combat)
  When using a dorn-dergar, you can quickly attack both near 
  and distant foes.
  Prerequisites: Base attack bonus +4, proficiency with the 
  dwarven dorn-dergar.
  Benefit: You can change whether you’re using the dorn-
  dergar as a normal or reach weapon as a swift action.
  Normal: Changing whether a dorn-dergar is a normal or 
  reach weapon is a move action.
  dorn-dErgar	mastEr	(combat)
  You can use a dorn-dergar with only one hand.
  Prerequisites: Two-Weapon Fighting, base attack bonus +4, 
  proficiency with the dwarven dorn-dergar.
  Benefit: You can use a dorn-dergar as a one-handed 
  weapon. When using it one-handed, changing whether it’s 
  a normal or reach weapon is a full-round action. If you have 
  the Darting Viper feat, changing its reach is a move action.
  Normal: A dorn-dergar requires two hands to wield.
  modIfIcatIon	mastEry	(combat)
  You can create inconceivable bastardizations of the smith’s art. 
  Prerequisites: Creative Armorsmith, Armor Adept, and Craft 
  (armor) 7 ranks, or Creative Weaponsmith, Weapon Adept, and 
  Craft (weapons) 7 ranks; Knowledge (engineering) 7 ranks.
  Benefit: You can use Creative Armorsmith or Creative 
  Weaponsmith to add a modification to a weapon or suit of 
  armor that already has a modification. The modification you 
  are adding must be one that you have selected with Armor 
  Adept or Weapon Adept. In addition, others can use armor 
  or weapons with your temporary modifications.
  modIfIcatIon	traInEr	(combat)
  You can drill others in the use of modified weapons or armor. 
  Prerequisites: Cha 13, Armor Adept or Weapon Adept, 
  fighter level 4th.
  Benefit: Choose a modification that you have selected with 
  the Armor Adept or Weapon Adept feat. Once per day with 10 
  minutes of drilling, you can instruct a number of allies equal 
  to your Charisma modifier in the use of that modification. 
  The allies to be trained must have an Intelligence of at least 
  3. The instructed allies gain the benefit of Armor Adept or 
  Weapon Adept with that modification for 8 hours.
  modIfIEd	WEapon	profIcIEncy	(combat)
  You know how to use a specific weapon skillfully, even when 
  it has undergone modification.
  Prerequisite: Proficiency with the selected weapon.
  Benefit: Select one type of weapon, such as longsword. 
  You are always considered to be proficient with modified 
  weapons of that type.
  Normal: A modified weapon is treated as one category 
  more difficult to wield.
  Special: A warpriestACG with the focus weapon class feature 
  can gain this feat with his deity’s favored weapon in place of 
  his bonus Weapon Focus feat. A magusUM with the kensaiUC 
  archetype can gain this feat with his chosen weapon in place 
  of his bonus Weapon Focus feat.
  WEapon	adEpt	(combat)
  You are skilled at using customized weaponry.
  Benefit: Choose a weapon modification (such as jagged 
  hooks). You treat weapons with that modification as being of 
  their normal category (simple, martial, or exotic).
  Normal: A modified weapon is treated as one category 
  more difficult to wield.
  Special: You can gain this feat multiple times, choosing a 
  different weapon modification each time.
  11
  
  Adventurers know that having the right gear can mean the 
  difference between a fruitful excursion and coming home 
  empty-handed—or not coming home at all. This section 
  provides new gear for general adventuring and specific 
  situations, as well as equipment tricks for common gear.
  ADVENTURING GEAR
  The following equipment is useful for adventurers of all kinds.
  ADVENTURER’S SASH
  PRICE 20 GP
  WEIGHT 3 lbs.
  This bandolier holds six pouches along its length and a satchel 
  at the hip. Each pouch has a stiff leather flap that can be secured 
  against jostling with a clasp (requiring a move action to open 
  or close) or left unfastened for easier access. The pouches and 
  satchel contain loops and ties for securing additional equipment. 
  The sash buckles at the shoulder, and in an emergency can be 
  freed with a sharp tug as a move action.
  CANE
  Simple
  WEIGHT 3 lbs.
  PRICE 2 GP
  Common
  WEIGHT 3 lbs.
  PRICE 1 SP
  Elegant
  WEIGHT 4 lbs.
  PRICE 25 GP
  A cane is a walking stick fashioned from wood. A cane sports either 
  a metal cap or a curved top that’s easy to grip. Simple canes are no 
  more than a sturdy branch, while high quality canes are made from 
  fine materials and bear intricate carvings or adornments. 
  CANE, HOLLOW
  PRICE +1 GP
  WEIGHT —
  A hollow cane has a false top that conceals a small 
  compartment within the cane. The compartment is 
  large enough to house a potion or vial. Spotting 
  the secret compartment of a hollow cane requires 
  a successful DC 18 Perception check.
  CHARCOAL
  PRICE 5 SP
  WEIGHT —
  Sticks of charcoal are useful for marking floors and walls, writing on 
  paper or parchment, and making rubbings of engravings or other 
  markings. In a pinch, they can even be burned to stay warm. A 
  good-quality rubbing generally takes 1 minute per sheet of paper.
  CHEST, TREASURE
  Small
  WEIGHT 25 lbs.
  PRICE 3 GP
  Medium
  WEIGHT 50 lbs
  PRICE 7 GP
  Large
  WEIGHT 100 lbs
  PRICE 15 GP
  Huge
  WEIGHT 250 lbs.
  PRICE 37 GP
  A treasure chest is a common wooden chest treated with resin to 
  make the wood water-resistant. Metal bands, usually bronze to 
  prevent rusting, are strapped around the treasure chest for extra 
  reinforcement, and the lock is also typically made of bronze. 
  A treasure chest uses the statistics of an ordinary wooden chest 
  (Pathfinder RPG Ultimate Equipment 62), but its hit points increase 
  by 25% and its break DC increases by 2. Treasure chests are 
  waterproof and withstand being buried better than ordinary chests
  CLIMBER’S PLANKS
  PRICE 20 GP
  WEIGHT 4 lbs.
  A climber’s plank is a 1-foot-wide wooden plank with a steel-
  capped spike carved on one end. The spiked end can be driven into 
  a wall to create a temporary platform. Driving a climber’s plank into 
  a wall is a standard action and requires a successful Strength check, 
  with a DC equal to the break DC of the surface material. Removing 
  an embedded climber’s plank requires a second Strength check at 
  the same DC. You can easily stand on a pair of climber’s planks, 
  but standing on a single plank requires a successful DC 5 Acrobatics 
  check. Climber’s planks are sold in pairs.
  CONVERSATION TUBE
  PRICE 10 GP
  WEIGHT 3 lbs.
  Used to carry out a private conversation even in a crowded room 
  or public place, this 5-foot-long, 1/2-inch-wide leather hose 
  widens into a copper bell at each end. To use it, one conversation 
  partner holds her end to her ear while her partner speaks into his 
  end, switching their postures for each reply. Conversing through 
  a conversation tube increases the DC of Perception checks to 
  eavesdrop on the conversation by +5 and negates the risk of lip-
  reading but takes twice as long as conversing normally.
  CRUTCH
  PRICE 5 SP
  WEIGHT 2 lbs.
  A crutch is a simple device composed of wood or metal 
  and held under the arm to assist the injured 
  or impaired with walking. 
  Using a crutch requires 
  a free hand, but does not 
  impede movement speed 
  for an experienced user. A Medium crutch can be wielded as 
  a simple one-handed melee weapon that deals 1d4 points of 
  bludgeoning damage.
  DUSK LANTERN
  PRICE 35 GP
  WEIGHT 4 lbs.
  This specialized bullseye lantern has a 
  ruby lens that covers the original 
  lens, providing a deep crimson 
  hue to the lantern’s light, 
  allowing for more stealth 
  when used in areas of 
  darkness. 
  This 
  special 
  lens can be set in place or 
  removed as a swift action. 
  While the ruby lens is in place, 
  the lantern only provides dim 
  light in a 60-foot cone. A dusk lantern’s red light is imperceptible 
  to creatures relying on darkvision as their sole form of sight. 
  PUTTING GEAR TO WORK
  12
  
  ADVENTURER’S ARMORY 2
  FALSE TEETH
  Clockwork
  WEIGHT 1/2 lb.
  PRICE 100 GP
  Common
  WEIGHT —
  PRICE 5 GP
  Masterwork
  WEIGHT —
  PRICE 50 GP
  These prosthetics are used as a replacement for lost or missing 
  teeth. False teeth fashioned from wood or animal teeth are 
  more common, while masterwork varieties are sculpted from 
  bone or porcelain. Clockwork false teeth are novelties with 
  mechanisms allowing the teeth to clatter and move on their 
  own. Winding the clockworks is a move action, and the teeth 
  move forward over flat surfaces at a rate of 5 feet per round for 
  10 rounds after one winding.
  GAUNTLET MAGNET
  PRICE 75 GP
  WEIGHT 1/2 lb.
  This specialized magnet straps onto a gauntlet and is powerful 
  enough to attract metal even through leather or cloth. A gauntlet 
  magnet provides a +2 bonus to your CMD against disarm 
  attempts while holding a magnetic metal weapon, shield, or 
  item (such as one made from steel or iron). It also provides a 
  +1 bonus on disarm attempts made with the gauntlet against 
  magnetic objects. Attaching one of these magnets to a gauntlet 
  or removing it is a full-round action.
  MIRROR BALL
  PRICE 100 GP
  WEIGHT 1 lb.
  This intensely polished steel sphere can be rolled in a manner 
  similar to a thrown splash weapon. Anyone who can clearly see 
  the sphere within 30 feet can notice the presence or absence of 
  movement reflected on its surface, making it useful for checking 
  around corners for guards. A gently rolled ball on a smooth floor 
  requires a DC 10 Perception check to hear.
  NAUTICAL CHART
  PRICE 25 GP
  WEIGHT —
  Nautical charts map waterways, showing the depth of water and 
  height of coastlines, as well as currents, harbors, navigational 
  hazards, reefs, and tides. A nautical chart grants a +4 circumstance 
  bonus on Profession (sailor) checks to navigate in the area 
  detailed by the chart.
  PANTOGRAPH
  PRICE 50 GP
  WEIGHT 2 lbs.
  This framework of interlocking metal arms 
  is used to duplicate drawings, 
  allowing enlarging (up to 
  twice the original size) or 
  shrinking (down to half 
  the original size) of the copy in the process. The pantograph 
  is anchored at one end, then fitted with a stylus and a writing 
  implement such as chalk, an ink pen, or a pencil. As the stylus 
  is traced over the drawing or other item to be duplicated, the 
  pantograph reproduces the motions, creating a copy. While 
  handy for making quick, accurate copies of ancient carvings, 
  runes, and drawings, a pantograph is unable to produce a 
  convincing forgery or duplicate magical writings such as scrolls. 
  More elaborate and expensive pantographs allow even larger 
  or smaller copies to be made, or multiple copies to be made at 
  the same time.
  ROPE RECALLER
  PRICE 250 GP
  WEIGHT 30 lbs.
  This large, portable spool of rope or cord contains a clockwork 
  mechanism to reel the rope back in. You can unspool the rope 
  from the mechanism at a rate of 30 feet per round. Activating 
  the mechanism as a move action causes the rope to retract 
  at a rate of 100 feet per round, pulling up to 200 pounds of 
  attached weight. The mechanism works more slowly with 
  increased weight, retracting the rope at a rate of 50 feet per 
  round with more than 200 pounds but up to 300 pounds of 
  attached weight. Weight in excess of 300 pounds prevents the 
  mechanism from functioning. A rope recaller is sold with 100 
  feet of hemp rope already attached, but can hold up to 1,000 
  feet of rope. Replacing or adding rope to the device requires 1 
  minute of work for every 100 feet of rope.
  SCROLL CASE, SPRING 
  LOADED
  PRICE 5 GP
  WEIGHT 1 lb.
  This specialized scroll case can hold a single scroll and features a 
  leather strap to hang the case from a belt or backpack. Retrieving 
  the scroll held within is a swift action. Preparing the case for this 
  use requires cranking the case’s tiny gears and springs into place 
  (a full-round action that provokes an attack of opportunity).
  WHEELCHAIR
  PRICE 20 GP
  WEIGHT 25 lbs.
  This device is a chair, typically made from wood, with large 
  wheels attached on either side. A wheelchair can seat a single 
  Medium or Small creature. When seated in a wheelchair, you 
  can propel yourself along a reasonably flat surface at your base 
  speed as a move action, so long as you have at least one hand 
  free. Moving twice in a round or taking the run action requires 
  you to have both hands free. Moving uphill or over rough terrain 
  halves the speed you move in a wheelchair, and certain terrain 
  (such as fallen logs) may be entirely impassable. A wheelchair 
  has hardness 5 and 30 hit points.
  WING SHEATHS
  PRICE 10 GP
  WEIGHT 10 lbs.
  Wing sheaths are protective coverings 
  created from thick fabric or canvas. 
  The sheaths are designed to tightly 
  cover a pair of wings to keep 
  them hidden beneath a cloak 
  or loose-fitting clothing. Noticing 
  hidden wings bound within wing 
  sheaths 
  requires 
  a 
  successful 
  DC 20 Perception check. Donning 
  or removing wing sheaths requires 1 
  minute, or a full-round action with assistance. Wing sheaths can 
  be burst with a successful DC 22 Strength check.
  13
  
  PREPARATORY GEAR
  The equipment presented here assists adventurers in 
  preparing for some specific challenges and environments.
  DROWNER’S HELM
  PRICE 35 GP
  WEIGHT 10 lbs.
  This metal helmet sports an open top and a 
  tightly sealed collar that closes securely around 
  the neck. Water is poured into the open top, 
  filling the helmet and forcing you to hold your 
  breath. A safety lever allows you to release the 
  water at any time. Training with the drowner’s 
  helm requires 1 hour of practice and a DC 
  15 Constitution check. If you succeed at the 
  check, you treat your Constitution score as 5 
  higher when determining how long you can hold 
  your breath. This bonus lasts for 24 hours.
  HANGING BOARD
  PRICE 75 GP
  WEIGHT 7 lbs.
  This wooden board bears a number of narrow, thin holes large 
  enough to hold by the fingertips. The board mounts to a wall, 
  allowing climbers to practice their technique  and improve their 
  grip by hanging from the board. Using a hanging board to improve 
  your grip requires 1 hour of practice and a DC 18 Climb check. If 
  you succeed at the check, you gain a +10 circumstance bonus on 
  Climb checks to catch yourself while falling and a +5 bonus to catch 
  a falling character while climbing. This bonus lasts for 24 hours.
  PRACTICE STRAITJACKET
  PRICE 100 GP
  WEIGHT 2 lbs.
  This straitjacket (Pathfinder RPG Occult Adventures 250) is 
  designed for use by a single person. The leather straps and arm 
  restraints are accessible in such a way as to be tightened by the 
  wearer. Restraining or releasing oneself through these mechanisms 
  requires 1 minute of work. Once restrained, the wearer can attempt 
  to escape from the straitjacket as normal (that is, without using the 
  built-in releases). Using a practice straitjacket to train for escape 
  requires 1 hour of practice and a DC 20 Escape Artist check. If you 
  succeed at the check, you gain a +2 circumstance bonus on Escape 
  Artist checks to escape from bindings, a grapple, a net, rope, or 
  similar restraints. This bonus lasts for 24 hours.
  THIEF TRAINER
  PRICE 200 GP
  WEIGHT 4 lbs.
  This small box is covered with varying gears, 
  locks, panels, and other mechanisms. 
  Thieves practice their mechanical 
  skills by attempting to undo or 
  unlock the various mechanisms 
  to reach the box’s center. The 
  mechanisms shift and rearrange, 
  allowing for a multitude of 
  combinations to keep the box 
  from opening. Once unlocked, the box resets itself and provides 
  a reordered set of mechanisms, starting the process over. Using 
  a thief trainer to improve your skills requires 1 hour and a DC 25 
  Disable Device check. If you succeed at the check, you reduce 
  the time required to complete a Disable Device check by 2 
  rounds (minimum 1 round). This bonus lasts for 24 hours.
  GEAR EQUIPMENT TRICKS
  Clever adventurers know the best way to get the most 
  out of their gear, even if it means using the equipment 
  in unintended ways. Presented below are a number of 
  new equipment tricks for adventuring gear. These tricks 
  supplement the Equipment Trick feat presented on page 2.
  laddEr	trIcks
  Ladders are not a common 
  adventuring staple due to 
  their 
  cumbersome 
  size. 
  Yet 
  some 
  adventurers 
  who take ladders with 
  them into the field use 
  them to great effect. In 
  addition to the feat, skill, 
  or other requirements 
  listed for each of these 
  tricks, you must have the 
  Equipment Trick (ladder) 
  feat to use a trick.
  Guarding Ladder (Combat 
  Expertise, Combat Reflexes): You can hold a ladder in one 
  hand and treat it as a heavy wooden shield with the fragileUE 
  special feature. While holding a ladder, you can use the aid 
  another action (or related abilities, such as the BodyguardAPG 
  feat) to improve the AC of an ally up to 10 feet away.
  Ladder Fighter (Catch Off-Guard): You treat a ladder as a 
  quarterstaff with the fragileUE and trip special features, and 
  you can apply feats and abilities as if it were a quarterstaff (for 
  example, a monk can use a ladder to perform a flurry of blows).
  Ladder Lock (Improved Dirty TrickAPG): When you 
  successfully perform a dirty trick combat maneuver against 
  an adjacent opponent while you are holding a ladder, you 
  can trap your target’s limbs between the rungs of the ladder. 
  Your target gains the entangled condition in addition to the 
  normal condition imposed by your dirty trick, and for the 
  same duration. If the target removes the other condition, it 
  also removes the entangled condition, and vice versa.
  Vaulting Ladder (Acrobatics 3 ranks, Climb 3 ranks, or 
  Acrobatic): You can climb the length of a ladder as part of a 
  running jump, gaining a +4 circumstance bonus on your 
  Acrobatics check and adding the ladder’s length to the total 
  distance you travel with your jump. You must let go of the 
  ladder when you jump.
  lantErn	trIcks
  Lanterns come in a variety of shapes and sizes. Each of 
  these tricks can be performed with any sort of lantern or 
  lamp, except when a specific kind of lamp is indicated 
  in the description. In addition to the feat, skill, or other 
  14
  
  ADVENTURER’S ARMORY 2
  requirements listed for each of these tricks, you must have 
  the Equipment Trick (lantern) feat to use a trick.
  Intensified Oil (Craft [alchemy] 3 ranks): You can combine 
  three flasks of oil into a single use of improved oil as you 
  add it to a lamp or lantern. This improved oil causes 
  the lamp or lantern to which it is added to burn 
  more brightly than usual, increasing its light 
  range by 50%. This improved oil can only be 
  used in the lamp or lantern it’s mixed in 
  and has no additional special effects.
  Lantern Bash (Shield Focus): If you 
  carry a lamp or lantern in the hand you 
  use to wield a light shield, your shield 
  bash attacks with that shield deal an 
  additional 1 point of fire damage.
  Lantern Bomb (Quick Draw): You can 
  throw a lamp or lantern with at least 4 hours 
  of oil remaining in it as a splash weapon, using 
  the rules for alchemist’s fire.
  Lesser Light (no additional prerequisites): When 
  lighting a lamp or lantern, you reduce the size of its flame 
  to provide only dim light in the area in which the lantern 
  usually provides normal light. The lamp or lantern uses 
  oil at half the usual rate. The lamp or lantern must be 
  extinguished and re-lit to shed light normally.
  Oil Splash (Improved Dirty Trick): You can attempt a 
  dirty trick combat maneuver against an opponent while 
  either you or the opponent is holding a lamp or lantern. If 
  you succeed at this combat maneuver check, you can knock 
  some oil from the lamp or lantern into your target’s face. 
  Your target is blinded as normal by the dirty trick and takes 
  1 point of fire damage each round the blindness lasts.
  mIrror	trIcks
  Adventurers carry mirrors for many unconventional uses. 
  You may perform the following tricks with a mirror or, at 
  the GM’s discretion, with a similarly reflective handheld 
  item, such as a highly polished piece of 
  metal. In addition to the feat, skill, or 
  other requirements listed for each of these 
  tricks, you must have the Equipment Trick 
  (mirror) feat to use a trick.
  Blinding Light (Sleight of Hand 3 ranks): 
  When in an area of normal or bright light, you 
  can use a mirror held in your hand to shine light 
  into the eyes of a creature within 10 feet as a move 
  action. The target must succeed at a Fortitude save (DC = 10 
  + your ranks in Sleight of Hand) or be dazzled for 1 round.
  Bold Presentation (Knowledge [religion] 5 ranks): You can 
  use a move action (rather than a standard action) to use a 
  mirror to hold at bay a creature susceptible to mirrors (such 
  as a vampire).
  Reflect Gaze (Combat Reflexes): As an immediate or 
  swift action, you can use a mirror to reflect a gaze attack. 
  You must either be looking at the creature with the gaze 
  attack or averting your eyes to use this ability, and you must 
  succeed at your saving throw to resist the creature’s gaze 
  attack (if you don’t avoid the need to attempt a saving throw 
  by averting your eyes). If you reflect the creature’s gaze back 
  at it, the creature must succeed at a saving throw to resist its 
  own gaze or lose access to its gaze attack for 1 round. If 
  the creature attempts to gaze at you with its attack 
  action, you may attempt to reflect its gaze back at 
  it, as above, or redirect its gaze to a new target 
  within 30 feet of you. In this case, the new 
  creature is treated as the target of the original 
  gaze (unless it is blindfolded or otherwise 
  unable to see), although it is automatically 
  treated as if it is averting its eyes.
  Telltale Reflection (Spellcraft 3 ranks 
  or racial bonus on saving throws against 
  illusion spells and effects): You are familiar 
  with the ways illusions don’t precisely mimic 
  natural objects when reflected. If you see an 
  illusion within 10 feet reflected in a mirror, you 
  count as having studied it carefully for the purposes of 
  attempting a saving throw to disbelieve it.
  Trickster’s Mirror (Spell Focus [illusion]): You can use 
  a mirror worth at least 10 gp as an additional material 
  component for an illusion (figment) spell. The spell 
  is treated as 1 spell level higher (to a maximum of 9th 
  level) for all purposes, including the calculation of saving 
  throw DCs.
  polE	trIcks
  Each of these tricks can be done with a pole or balancing pole, 
  but specific poles have further abilities. In addition to the 
  feat, skill, or other requirements listed for each of these tricks, 
  you must have the Equipment Trick (pole) feat to use a trick.
  Pole Trip (Catch Off-Guard or Improved Trip): You can 
  treat a pole as an improvised weapon with the reach and trip 
  special features. You can treat an unhinged folding poleUE as 
  an improvised weapon with the disarm and trip special 
  features. A pole or folding pole used as an improvised 
  weapon deals 1d6 points of bludgeoning damage.
  Seek the Unseen (Perception 1 rank): When 
  you attempt to find a creature you cannot see 
  (either because it is invisible, or because you 
  are blind), you can sweep a pole through any 
  two adjacent squares within 10 feet of you as a 
  standard action. Make a melee attack against an AC 
  of 10. If you hit, and if a creature you cannot see 
  is in the designated area, you deal no damage 
  but have successfully pinpointed the creature’s 
  current location. 
  Wall Climb (Climb 3 ranks): You can climb 
  narrow passageways if your pole can reach a wall or other 
  solid surface on both sides, bracing yourself and scooting 
  the pole further along the surface as you climb. This method 
  is reliable but laborious; you gain a +10 circumstance bonus 
  on your Climb checks to climb in this manner, but you 
  climb at half the usual speed.
  15
  
   Success at any task requires the right tools. Adventurers in 
  the wilderness, artisans in their workshops, and common 
  folk conducting business employ a variety of tools to make 
  their jobs easier. In addition to tools ranging from ordinary 
  to superior quality, adventurers might also seek out useful 
  equipment to help prepare for the unique situations they 
  expect to face during the course of their travels. 
  TOOLS
  The following new tools are particularly useful to characters 
  with certain skills or class abilities.
  BEAR TRAP
  Offset
  WEIGHT 10 lbs.
  PRICE 3 GP
  Sawtooth
  WEIGHT 20 lbs.
  PRICE 1,800 GP
  An offset bear trap is a 
  specialized 
  variety 
  of 
  a 
  bear trapUE constructed with 
  offset jaws coated in resin. 
  It inflicts less damage on 
  captured creatures but holds 
  them more securely, and is 
  therefore primarily used by 
  trappers or bounty hunters who do not want to risk killing 
  their prey. Offset bear traps are almost always secured to the 
  ground by a heavy spike and chain so the captured creature 
  can’t wander far.
  A sawtooth bear trap has vicious jaws and tighter springs. 
  Used primarily against humanoids or monsters rather than 
  animals, sawtooth bear traps are often painted in camouflaged 
  colors to blend in with the trap site. Most include locking 
  plates over the spring mechanisms to prevent tampering by 
  intelligent victims.
  OFFSET BEAR TRAP 
  CR 1/2
  Type mechanical; Perception DC 15; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (1d6+2); jaws spring shut around the 
  creature’s ankle and hold the creature immobile; the creature 
  can escape with a DC 20 Disable Device check, DC 24 Escape 
  Artist check, or DC 28 Strength check.
  SAWTOOTH BEAR TRAP 
  CR 5
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (3d6+9); serrated jaws spring shut around 
  the creature’s ankle and halve the creature’s base speed (or 
  hold the creature immobile if the trap is attached to a solid 
  object); the creature can escape with a DC 25 Disable Device 
  check, DC 28 Escape Artist check, or DC 32 Strength check.
  BOLINE
  PRICE 10 GP
  WEIGHT 2 lbs.
  Bolines are hook-shaped knives commonly used by herbalists 
  and spellcasters to harvest ingredients for their craft. A boline’s 
  blade is typically 5 inches long, and is too small and irregular to 
  use as a weapon. You can use a boline to finely slice the herbs in 
  a healer’s kit, so you can treat deadly wounds with only a single 
  use from a healer’s kit rather than two uses.
  DISSIPATING FAN
  PRICE 150 GP
  WEIGHT 6 lbs.
  This large wood-and-canvas fan is 2 feet 
  wide and ideal for quickly dispersing 
  smoke or other harmful gases. 
  While waving a dissipating fan, you 
  gain a +2 circumstance bonus on 
  Fortitude saving throws to avoid 
  taking nonlethal damage from 
  heat exposure and to avoid the 
  effects of smoke inhalation. You can use a dissipating fan 
  to clear nonmagical smoke, fog, or similar vapors from your 
  square or an adjacent square as a full-round action—although 
  dense smoke or fog in the surrounding area eventually refills 
  the space (how long this takes depends on the source and 
  the size of the area, at the GM’s discretion). When folded and 
  closed, a dissipating fan is the size of a thick walking stick. 
  Some dissipating fans are decorated with paint or elaborate 
  embroidery, and have a higher price to reflect their adornment.
  LINGUIST’S CODEX
  Standard
  WEIGHT 3 lbs.
  PRICE 50 GP
  Expanded
  WEIGHT 5 lbs.
  PRICE 200 GP
  This leather-bound reference tome contains several alphabets 
  used in the various languages of Golarion, along with extensively 
  cross-referenced and indexed words, phrases, and idioms. As 
  long as you speak at least three languages, consulting a standard 
  linguist’s codex grants you a +2 circumstance bonus on Linguistics 
  checks when communicating in a language you do not speak. 
  An expanded linguist’s codex has far more phrases and 
  guidance, including instructions to pronounce the sounds in 
  a correct and pleasing manner. These codices provide a +2 
  circumstance bonus on Diplomacy checks when communicating 
  in a language you do not speak.
  PORTABLE TERRARIUM
  PRICE 100 GP
  WEIGHT 4 lbs.
  This small glass enclosure is 1 foot wide, 1 foot tall, and 
  reinforced with a wooden or metal frame. Tiny air holes in the lid 
  allow living creatures inside the portable terrarium to breathe, 
  and the interior can be outfitted with a variety of substrates 
  and other materials the creatures might require. A portable 
  terrarium is usually fitted with straps so it can be tied to a pack. 
  Diminutive and smaller creatures, such as some familiars, can be 
  safely carried within a portable terrarium and have total cover 
  while inside it. Healers and botanists often store living plants 
  TOOLS OF THE TRADE
  16
  
  ADVENTURER’S ARMORY 2
  in these containers; a successful DC 12 
  Knowledge (nature) check is required 
  to transplant a plant into a portable 
  terrarium, and most plants can live 
  in a portable terrarium indefinitely so 
  long as they are properly tended.
  SHEARS
  Small
  WEIGHT 1/2 lb.
  PRICE 5 SP
  Lopping
  WEIGHT 8 lbs.
  PRICE 3 GP
  Adamantine
  WEIGHT 8 lbs.
  PRICE 3,003 GP
  Shears are used to quickly cut through items by snipping them 
  between two sharp blades fitted with a spring to allow the jaws 
  to open again after closing. Small shears can be used in one 
  hand and are often used to trim hair, cut cloth, or perform other 
  delicate cutting work. Lopping shears are 3 feet long and must 
  be used in two hands; they are commonly used by farmers or 
  gardeners to cut hedges and branches.
  Adamantine shears are lopping shears with sharpened 
  adamantine blades that can snip through nearly any material. 
  You can use adamantine shears to cut through bars, chains, 
  grates, or similar items, dealing damage to such objects as 
  though using a scimitar and bypassing hardness less than 20. 
  On any item the adamantine shears can fit around (such as a 
  chain or iron bar, but not an iron door), using adamantine shears 
  provides a +10 bonus on your Strength check to break or burst it.
  CONTINGENCY KITS
  The following specialized kits are intended for experienced 
  adventurers who want to be prepared for every possible 
  unpleasant contingency.
  ELEMENTAL EXPLORER’S 
  KIT
  PRICE 2,700 GP
  WEIGHT 8 lbs.
  This waterproof and flame-resistant 
  case contains items useful to 
  a spellcaster traveling 
  the Elemental Planes, 
  either intentionally or 
  due to some mishap. The kit 
  includes durable guides to each of the 
  four Elemental Planes, describing a few common creatures and 
  hazards found on each plane and pointing out major landmarks. 
  Each guide grants a +2 circumstance bonus on Knowledge 
  (planes) checks and Survival checks for its plane. This kit also 
  contains 3 scrolls of comprehend languages, 2 scrolls of planar 
  adaptationAPG, and a scroll of plane shift attuned to the Material 
  Plane so the kit’s owner can return home. The price reflects a kit 
  with divine scrolls; a kit containing arcane scrolls instead costs an 
  additional 2,000 gp
  EMERGENCY 
  INTERROGATION KIT
  PRICE 1,665 GP
  WEIGHT 3 lbs.
  This wooden box contains the tools to interrogate a captive with 
  ease. The kit includes masterwork manacles with an average 
  lock, a vial of gravelly tonicACG, 2 elixirs of truth, and a scroll of 
  detect thoughts. In case other methods fail, the kit also includes 
  a scroll of speak with dead.
  INVISIBLE ENEMIES KIT
  PRICE 900 GP
  WEIGHT 4 lbs.
  This kit is designed to help adventurers deal with surprise 
  encounters against magically concealed enemies, and comes 
  in a small, waterproof satchel. The kit contains 2 scrolls of 
  glitterdust, 6 1/2-pound packages of powderUE such as flour, and 
  one packet of dust of appearance. 
  FIENDSLAYER’S KIT
  PRICE 1,100 GP
  WEIGHT 9 lbs.
  This pack includes several items 
  necessary to injure or intimidate 
  a variety of evil outsiders, or to 
  overcome their damage reduction. 
  The kit contains a celestial censerARG, 
  a silver holy symbol, 2 cold iron 
  weapon blanchesUE, 2 vials of holy 
  water, 10 sticks of incenseARG, an 
  oil of align weapon (good), a vial of 
  silversheen, and a scroll of magic circle 
  against evil. Most of the items in this kit are items evil outsiders 
  hate, increasing the effectiveness of spells such as banishment.
  UNDEAD SURVIVOR’S KIT
  PRICE 900 GP
  WEIGHT 3 lbs.
  Although this sturdy leather bandolier contains 
  a few items to help combat undead foes, its 
  primary purpose is to supply 
  the right tools to recover 
  from an undead attack and 
  escape. This kit includes 4 
  potions of hide from undead, 
  a potion of lesser restoration, 
  2 flasks of holy water, 2 doses of holy 
  weapon balmACG, a vial of soul stimulantUE, and 
  2 vials of twitch tonicUE.
  UNDERGROUND SURVIVAL 
  KIT
  PRICE 644 GP
  WEIGHT 30 lbs.
  Pits, fissures, and errant magic might unexpectedly drop a 
  traveler into underground tunnels. This backpack contains 
  a variety of tools to survive an accidental subterranean 
  expedition, including chalk, a climber’s kit, a compassUE, a 
  grappling hook, a hammer, 5 pitons, 100 feet of silk rope, 
  and an everburning torchUE. The kit also contains a potion of 
  darkvision in the event light would draw unwanted attention. 
  Since oozes are a common underground hazard, the kit also 
  includes 2 alkali flasksUE and a dose of bladeguardUE. Finally, 
  a guidebook provides helpful information about underground 
  flora and fauna, granting a +2 circumstance bonus on 
  Knowledge (dungeoneering) checks to identify the abilities 
  and weaknesses of creatures encountered in that terrain.
  17
  
  POISONS
  Alchemists and assassins remain alert for rumors of new 
  poisons available in underground marketplaces. The 
  following poisons provide a variety of debilitating effects.
  GRINDING JOINT PASTE
  PRICE 2,100 GP 
  WEIGHT —
  This poisonous paste, made from dried cockatrice organs, causes 
  extreme muscle stiffness and joint pain, with an unpleasant 
  feeling of gravel grinding in the victim’s shoulders, hips, and 
  knees. As long as a creature has any Dexterity damage from 
  this poison, the creature finds it physically painful to make wide 
  motions with its limbs. Whenever the creature attacks with a 
  two-handed weapon or moves more than 10 feet in a round 
  (other than via travel that doesn’t require movement, such as 
  by wagon, or teleportation), it takes 2d6 points of damage. 
  Type poison, ingested; Save Fortitude DC 16
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d4 Dexterity damage; Cure 1 save
  HALO MUSHROOM TOXIN
  PRICE 500 GP 
  WEIGHT —
  Extracted from mushrooms that grow 
  commonly in caves and forests, this 
  toxin is occasionally used as 
  a recreational drug despite its 
  dangerous side effects. A creature that 
  fails its initial saving throws sees displaced auras of color and light 
  around other creatures and objects. The creature treats all targets as 
  if they had concealment, suffering a 20% miss chance on all attack 
  rolls until the creature is cured or the poison has run its course.
  Type poison, ingested; Save Fortitude DC 18
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Initial Effect distraction (see above); Secondary Effect 1d4 
  Wisdom damage; Cure 2 consecutive saves
  LENG’S TEARS
  PRICE 1,500 GP 
  WEIGHT —
  Made from the distilled tears and sweat of denizens of Leng 
  (Pathfinder RPG Bestiary 2 82), this substance causes hallucinations 
  and temporary paralysis. A creature that fails its initial saving throw 
  is paralyzed and experiences terrifying hallucinations of wandering 
  through an icy, windswept waste. The creature’s paralysis ends if it 
  is cured or once the poison runs its course, though memories of the 
  vivid hallucinations may haunt it for some time. 
  Type poison, contact; Save Fortitude DC 18
  Onset 1 round; Frequency 1/10 minutes for 1 hour
  Effect 1d2 Wisdom damage and paralyzed for 10 minutes; 
  Cure 1 save
  NIGHT’S-EYE DUST
  PRICE 900 GP 
  WEIGHT  —
  This fine powder is extracted from the wings of night’s-eye 
  moths. Creatures inhaling this poison become shaken and 
  experience slowly building pressure behind the eyes, leading to 
  blindness that persists until the creature is cured or the poison 
  has run its course. A creature immune to fear cannot be shaken 
  by the poison’s initial effect and receives a +4 bonus on its 
  saving throw against the poison’s secondary effect. 
  Type poison, inhaled; Save Fortitude DC 14
  Onset immediate; Frequency 1/round for 6 rounds
  Initial Effect shaken; Secondary Effect blinded for 6 rounds; 
  Cure 2 consecutive saves
  RAINBOW SCARAB SHELL
  PRICE 150 GP 
  WEIGHT —
  This iridescent toxin is made from 
  the crushed shells of a rare type 
  of Osirian beetle. A creature 
  reduced to 0 Strength by the poison 
  asphyxiates and immediately begins 
  suffocating. Creatures that do not breathe are immune to this 
  suffocation, but not the Strength damage. 
  Type poison, injury; Save Fortitude DC 14
  Onset 1 round; Frequency 1/round for 4 rounds
  Effect 1d4 Strength damage and suffocation (see above);  
  Cure 1 save
  SKINSAP EXTRACT
  PRICE 1,400 GP 
  WEIGHT —
  Harvested by some Mwangi tribes from the skin of colorful tree 
  frogs, this potent poison is often used to coat arrows, darts, and 
  other weapons. A creature that fails its save is distracted by 
  persistent auditory hallucinations of dripping water and susurrous 
  voices, gaining the staggered condition until it is cured or the 
  poison has run its course. A creature that fails two consecutive 
  saving throws against this effect is also confused until cured or the 
  poison has run its course; this confusion is a mind-affecting effect. 
  Type poison, injury; Save Fortitude DC 16
  Onset immediate; Frequency 1/round for 6 rounds
  Initial Effect staggered and confused (see above); Secondary 
  Effect 1d2 Dexterity damage; Cure 1 save
  SWEETDREAM
  PRICE 900 GP 
  WEIGHT —
  Often employed by spies and saboteurs, sweetdream is a potent 
  sedative with useful amnesia-causing side effects. The memory 
  loss is a mind-affecting effect.
  Victims of sweetdream often experience pleasant, fanciful 
  dreams when affected by the poison’s secondary effect, a fact that 
  both inspired the poison its name and contributed to its medicinal 
  use among those plagued by nightmares or insomnia. Unlike 
  similar drugs, sweetdream is not habit-forming, and thus users 
  have no risk of developing a physiological addiction to the inhaled 
  powder. However, once a frequent user becomes accustomed to 
  the poison’s effects, he often finds himself unable to sleep without 
  it, leading some authorities to ban its willing use.
  Type poison, inhaled; Save Fortitude DC 19
  Onset 1 round; Frequency 1/minute for 2 minutes
  Initial Effect sleep for 1 minute and forget events of 1d4 rounds 
  prior to exposure; Secondary Effect sleep for 1d4 hours;  
  Cure 1 save
  18
  
  ADVENTURER’S ARMORY 2
  INSTRUMENT EQUIPMENT TRICK
  Bards and other musicians must sometimes improvise 
  more than their music. These instrument tricks expand 
  any musical instrument’s uses and supplement the 
  Equipment Trick feat presented on page 2. Some tricks 
  might be unusable for certain instruments at the GM’s 
  discretion; for example, an organ is too unwieldy 
  to use as an improvised weapon. In addition to the 
  feat, skill, or other requirements listed for each of 
  these tricks, you must have the Equipment Trick 
  (instrument) feat to use a trick.
  Attention Grabber (Perform 5 ranks, 
  Bluff 5 ranks or bardic performance or 
  raging song class feature): Your loud or 
  discordant performance covers your allies’ 
  movements. Creatures within 30 feet of you 
  that can hear you play an instrument take 
  a –2 penalty on Perception checks, other than 
  Perception checks made in response to your actions, 
  for as long as you play.
  Goad Animal (Handle Animal 5 ranks or Animal Affinity): 
  You can use your soothing performance to handle an 
  animal that is friendly toward you, such as a mount or pet. 
  When playing your instrument, commanding the animal 
  to perform a trick it knows is a free action, and pushing it 
  to perform a trick it does not know is a standard action. If 
  you already can make an animal respond more quickly, such 
  as with the link ability of an animal companion, this trick 
  provides no benefit. 
  Jaw-Dropping Distraction (Perform 7 ranks, Bluff 7 
  ranks or bardic performance or raging song class feature): 
  When using your instrument, you can attempt a Perform 
  check instead of a Bluff check to feint an opponent. If you 
  succeed, the creature is denied its Dexterity bonus to AC 
  against one target of your choosing (other than you) until 
  the beginning of your next turn. Once you have used 
  this trick against a creature, whether or not you 
  succeeded at the check, you cannot use this trick 
  to feint the creature for 24 hours. Creatures with 
  uncanny dodge are immune to this trick.
  Play to the Crowd (Perform 3 ranks, Diplomacy 
  3 ranks or bardic performance or raging song 
  class feature): You can use Perform, rather than 
  Diplomacy, to improve an NPC’s initial attitude 
  toward you as long as you are able to perform for at 
  least 1 minute. You cannot use this trick to increase 
  the NPC’s attitude beyond friendly.
  Ruffian’s Riff (Catch Off-Guard): You can treat 
  a musical instrument as an improvised weapon 
  with the performanceUE special feature. When 
  you use a masterwork musical instrument as an 
  improvised weapon, you treat it as a masterwork 
  weapon (adding a +1 enhancement bonus on 
  your attack rolls). Your attacks with a magical musical 
  instrument are treated as magic for the purpose of 
  overcoming damage reduction. 
  EXAMPLE MASTERWORK TOOLS
  The definition of masterwork tools on page 161 of the 
  Pathfinder RPG Core Rulebook is intentionally vague to 
  allow players to make creative use of their equipment. The 
  following are examples of masterwork tools for skills that 
  do not have designated kits (such as a climber’s kit 
  [Climb], disguise kit [Disguise], healer’s kit [Heal], 
  magnifying glass [Perception], or masterwork thieves’ 
  tools [Disable Device]).
  Acrobatics: A balancing poleUE to retain balance; 
  gymnast’s slippers to improve footing; a vaulting 
  pole to assist with jumps.
  Appraise: A pricing reference book; a 
  jeweler’s loupe to examine fine detail. 
  Bluff: False but convincing credentials.
  Diplomacy: A cultural reference manual; 
  culturally appropriate offerings of peace or 
  gestures of compromise. 
  Escape Artist: Expensive lubricating oils; a finger-sized 
  saw to weaken restraints.
  Fly: Finned clothing to streamline airflow.
  Handle Animal: Food that is particularly motivating to 
  the animal; a durable harness and lead; a piercing whistle 
  keyed to pitches animals can hear.
  Intimidate: Frightening tattoos or body paint; menacing 
  clothing such as an executioner’s hood; a set of torturer’s tools.
  Knowledge: A quality reference work on the subject of 
  choice (existing examples include a blue bookUE, a heritage 
  bookUE, and occult reference materialsOA).
  Linguistics: A comprehensive translation reference; for a 
  dishonest practitioner of this skill, a forger’s kitUE.
  Perception: A spyglass or telescope to boost visual 
  perception; a customized ear trumpet; swaths of hanging 
  gauze to detect movement or changes in air pressure.
  Perform: Varies by performance: an actor would benefit 
  from well-made props and costumes; a dancer might use 
  specially tailored shoes and outfits.
  Sense Motive: A guide to reading body language; a 
  stethoscope to monitor heart rate.
  Sleight of Hand: Hidden pockets or compartments 
  to conceal items; discreet finger razors to slit open 
  pockets or bags.
  Spellcraft: A tome containing magical lore; 
  divination tools such as bones or runes.
  Stealth: Carefully patterned camouflage clothing; 
  false screens or blinds; a device to create a well-
  timed distracting noise.
  Survival: A reference book to identify local animals 
  and plants; a footprint bookUE to aid in tracking; a 
  mapmaker’s kitUE, an almanac and barometer; a 
  dowsing rodOA; basic components for building 
  shelter or maintaining comfortable temperatures.
  Swim: Lightweight swim fins and hand fins; 
  reinforced air bladders.
  Use Magic Device: A codex of magical symbols and 
  trigger phrases; a gem or jewel to focus your intuition
  19
  
  A person’s choice of garments speaks volumes about his 
  culture, vocation, and personal taste. Clothing can also serve 
  a greater purpose than simply making a statement—many 
  articles of clothing are useful to adventurers. 
  CLOTHING
  The following items of clothing provide utility, fashion, or 
  an extra edge. A character can begin play with any of the 
  following outfits instead of other starting outfits.
  BURGLAR’S OUTFIT
  PRICE 5 GP 
  WEIGHT 5 lbs.
  This outfit consists of fitted pants, a shirt, 
  a hooded reversible cloak, soft leather 
  boots, and a face mask, all in dark or neutral 
  colors. The outfit’s few buttons and rivets are 
  wrapped in dull, dark cloth to avoid jingling 
  or reflecting light. A number of loops and 
  shallow pockets are also worked into 
  the outfit, providing ample spaces for 
  stashing small tools or weapons.
  CHAUSSES
  PRICE 1 GP 
  WEIGHT 3 lbs.
  These padded woolen leggings are quilted to provide extra 
  warmth and protection. They are frequently worn under mail 
  or plate armor.
  CORSET
  PRICE 1 SP–200 GP 
  WEIGHT 3 lbs.
  Sewn-in boning and laces allow this bodice to adjust 
  your waist size in a way considered alluring by 
  some cultures. The restrictive nature of this 
  garment makes it a poor choice for combat 
  or other athletic exertions, but you can easily 
  conceal a thin knife in the corset’s boning. The 
  price varies greatly depending on the corset’s 
  quality; the cheapest corsets are made of simple 
  cloth and cost mere silver pieces, while the most 
  expensive feature silk brocade and are decorated 
  with pearls or other costly adornments.
  COURTESAN’S OUTFIT
  PRICE 8 GP 
  WEIGHT 4 lbs.
  This outfit includes fine silk or satin garments tailored to 
  complement your figure. In addition, the outfit contains a loose 
  shawl or robe with several discreet pockets for items such as 
  perfume, massage oils, or even a small dagger.
  EXECUTIONER’S OUTFIT
  PRICE 5 GP 
  WEIGHT 8 lbs.
  Typically worn by jailers or executioners, this outfit includes 
  a black woolen shirt, a tunic, pants, a belt, sturdy boots, 
  a balaclava or hood, and a great cloak. This 
  outfit is generally too intimidating and 
  macabre to be worn in polite company. 
  Some executioner’s outfits prominently 
  bear the symbol of the government or law-
  enforcing institution the wearer serves, while 
  others are left ragged and stained to appear all 
  the more threatening.
  GAMBESON
  PRICE 1 GP 
  WEIGHT 4 lbs.
  This padded cloth jacket is often worn alone or with mail or 
  plate armor and is favored by hunters, guards, and soldiers. A 
  gambeson fitted with leather loops to more easily attach armor 
  is called an arming doublet. Although sufficient to protect you 
  against casual scrapes, it is not as thick as padded armor.
  HEADSCARF
  PRICE 1 SP–10 GP 
  WEIGHT —
  Often worn for privacy, religious or cultural 
  reasons, or protection from the elements, full 
  scarves designed to be wrapped around the 
  head are common accessories throughout 
  Golarion. Headscarves of bright colors or 
  ornate embroidery can fetch a substantially 
  higher price.
  SPARRING GEAR
  PRICE 35 SP 
  WEIGHT 15 lb.
  This array of thick, heavily lined pads, including 
  a quilted helmet, rigid shin guards, and a 
  wraparound rib guard, protects you during 
  hand-to-hand training. Sparring gear cannot 
  be worn with armor, but grants DR 2/— against 
  nonlethal damage. Fighting schools often 
  customize their sparring gear to feature 
  prestigious colors or symbols.
  SQUIRE’S OUTFIT
  PRICE 5 GP 
  WEIGHT 8 lbs.
  This outfit includes heavy woolen pants, a tunic, leather boots, a 
  belt, sturdy gloves, a cap, and a heavy tabard bearing the colors 
  or sigil of a noble house or organization. Many organizations 
  provide new squires this outfit for free, with the expectation 
  they wear it during their duties.
  STILETTO BOOTS
  PRICE 10 GP 
  WEIGHT 1 lb.
  The most ostentatious and impractical of 
  footwear, the tall heel attached to these boots 
  adds several inches to your height. This type of 
  boot is popular among Chelish nobles, though 
  the trend has recently caught on among some 
  members of Taldan courts. You can use the heel 
  of a stiletto boot as an improvised weapon, 
  dealing damage as a punching dagger 
  ADVENTURING IN STYLE
  20
  
  ADVENTURER’S ARMORY 2
  SPELLS
  The following spells all require an article of clothing worn by 
  the caster as a focus component for the spell, and can be cast 
  on mundane or magical clothing. The spell might require the 
  caster to remove the item to make use of it (such as restful 
  cloak) or might provide a benefit as long as the item is worn 
  (such as surefoot boots). In the latter case, any creature wearing 
  the article of clothing gains its benefit, but the spell’s duration 
  continues even while the item isn’t being worn.
  ALLIED CLOAK
  School abjuration; Level bard 3, bloodrager 3, magus 3, 
  occultist 2, sorcerer/wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S, F (cloak or outer garment)
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You cause a cloak, shawl, poncho, or other outer garment 
  you are wearing to animate to aid and defend you. The cloak 
  provides a +2 shield bonus to your AC. In addition, once each 
  round during your turn, you can take a free action to direct your 
  cloak to use the aid another action to assist your skill check, 
  attack roll, or AC. The cloak has an attack bonus or a total skill 
  bonus equal to your caster level plus your key spellcasting ability 
  score modifier (Charisma for bards, Intelligence for wizards, and 
  so on). If another creature dons the cloak during the duration, 
  the cloak provides its protection and aid to the wearer, but it still 
  uses the same bonus on the aid another actions as if you were 
  the wearer. The cloak cannot take any other type of action. 
  BILLOWING SKIRT
  School transmutation; Level bard 2, inquisitor 2, occultist 2, 
  shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, F (a skirt, kilt, or gown)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  A skirt, kilt, or gown you are wearing enables you to control your 
  falls through the air. A creature wearing the enchanted item of 
  clothing falls slowly as if affected by feather fall and can attempt a 
  DC 15 Fly skill check as a move action to hover in place for 1 round. 
  GRAPPLING SCARF
  School transmutation; Level bard 1, inquisitor 1, occultist 1, 
  skald 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (scarf)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  A scarf you are wearing frays at the end into hook-like shapes 
  and can extend to incredible lengths. Although your scarf retains 
  its weight, its frayed ends function as a grappling hook that can 
  be thrown with a range increment of 20 feet. Your scarf elongates 
  to 100 feet the first time it is thrown during the spell duration. 
  Regardless of its apparent material, the scarf is as strong and 
  easy to climb as a knotted silk rope. At the end of the duration, 
  the scarf detaches and returns to its former shape, fluttering 
  down from its position if you haven’t already retrieved it. 
  RESTFUL CLOAK
  School conjuration (healing); Level cleric 2, druid 2, occultist 2, 
  paladin 2, ranger 2, shaman 2
  Casting Time 1 standard action
  Components V, S, F (cloak)
  Range personal
  Target you
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  A cloak you are wearing transforms into a canvas tent large enough 
  to hold four Medium creatures, firmly pitched in a flat area adjacent 
  to you (if there is no such area, this spell simply fails). A creature 
  regains 1 hit point for each hour it rests in the tent, in addition 
  to any other benefits of resting. Additionally, a fatigued creature 
  resting within the tent for 1 hour loses the fatigued condition, but 
  a creature cannot recover from being fatigued more than once 
  per casting of restful tent. At the end of the spell’s duration, the 
  tent transforms back into a cloak. If the tent is moved prior to the 
  expiration of the spell’s duration, the spell immediately ends.
  SCULPTED CAPE
  School transmutation; Level bard 1, occultist 1, ranger 1, 
  shaman 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, F (cape or loose outer garment)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  Your cape, cloak, or shawl stiffens and maintains its shape even if 
  removed. A sculpted cape has hardness 2 and a number of hit points 
  equal to your caster level, and it can support 1 pound of weight per 
  caster level. An unworn sculpted cape can provide cover.
  SUREFOOT BOOTS
  School transmutation; Level druid 2, occultist 2, ranger 2, shaman 2 
  Casting Time 1 standard action
  Components V, S, F (footwear)
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You touch your boots, shoes, or other footwear and imbue them 
  with the ability to find purchase on even the most treacherous 
  ground. While the spell is in effect, the footwear’s wearer treats 
  any Acrobatics skill check to balance as though the wearer had 
  rolled a 20.
  21
  
  Some warriors train with objects that don’t look like weapons 
  but are surprisingly effective in skilled hands. This section 
  presents new options for using improvised equipment.
  EXPANDED IMPROVISED 
  WEAPONS
  Without the appropriate feats, abilities, or 
  magic, improvised weapons generally 
  impart a –4 nonproficiency penalty on 
  attack rolls, threaten critical hits only 
  on a natural 20, have a critical multiplier 
  of ×2, and possess a range increment 
  of 10 feet. At the GM’s discretion, some 
  improvised weapons may have additional qualities, such as 
  those listed below. Improvised weapons only ever have one 
  quality, determined by the GM.
  Burning: A burning or heated object, such as a fireplace 
  poker or burning log, deals 1 point of fire damage, but its base 
  damage die is usually one size category smaller.
  Covering: A large, soft item like a sheet of canvas, a blanket, 
  or a drapery can be used to entangle foes as a net, though 
  it is always treated as being unfolded, and thus imparts 
  and additional –4 penalty on the attack roll to use it as an 
  improvised weapon.
  Disk-Shaped: Plates and other thin, circular objects have a 
  range increment of 20 feet, but they are usually destroyed after 
  an attack, like ammunition.
  Gross: Disgusting items, like hunks of rotting meat, the 
  severed limb of a target’s ally, or the contents of a chamberpot, 
  can be used as improvised weapons that deal no damage but 
  sicken the target for 1d4 rounds. 
  A successful DC 12 Fortitude 
  saving throw negates this 
  condition.
  Jagged: Broken bottles and 
  similar jagged, fragile items have 
  a critical threat range of 19–20 but are 
  destroyed on an attack roll of a natural 1.
  Heavy: Anvils, sledgehammers, and other 
  very heavy items deal damage as if one size 
  category larger, but attacking with the weapon puts 
  the attacker off-balance, imparting a –2 penalty to AC until 
  the start of the attacker’s next turn.
  Pronged: Items with large prongs or flanges, like a pitchfork 
  or the antlers of some taxidermic trophies, provide a +1 bonus 
  on combat maneuver checks to disarm an enemy.
  Silverware: Items made of silver bypass damage resistance 
  like alchemical silver weapons, but the wielder takes a –1 
  penalty on damage rolls.
  Weapon-Like: Wall hanger swords, replicas, and other 
  objects shaped very much like real weapons impart only a 
  –2 nonproficiency penalty if the wielder is proficient in the 
  weapon the object resembles.
  FEATS
  The following new feats are useful for characters in 
  situations where normal tools and weapons are unavailable.
  hook	fIghtEr	(combat)
  In your deft hands, a climbing tool becomes a deadly weapon.
  Prerequisite: Base attack bonus +1.
  Benefit: You treat a grappling hook as a 
  one-handed weapon that deals piercing 
  damage equal to a heavy pick of its size 
  and that has the disarm and trip special 
  weapon features. You do not incur penalties 
  as you would for using a grappling hook as 
  an improvised weapon. If you are proficient 
  with whips and your grappling hook has at least 10 
  feet of rope or chain attached to it, you can treat it as a two-
  handed melee weapon with 15-foot reach, though you can 
  use it against foes anywhere within your reach (including 
  adjacent foes), though you don’t threaten any squares with it. 
  Changing between using a grappling hook as a normal weapon 
  and a reach weapon is a move action. When performing a 
  repositionAPG maneuver with a grappling hook, you can only 
  move the target toward you from its original position.
  ImprovIsatIonal	hEalEr
  In any urban or natural setting, you can scavenge for useful 
  medical supplies.
  Prerequisite: Heal 1 rank.
  Benefit: When attempting a Heal check that normally 
  requires a healer’s kit, you don’t take a penalty on the check 
  for not having a healer’s kit. When you use a healer’s kit, 
  you can augment it with improvised supplies, gaining 
  an additional +2 circumstance bonus on 
  your check. Finally, you can treat any 
  potion of cure light wounds, potion of cure 
  moderate wounds, or potion of cure serious 
  wounds you drink yourself or administer 
  to another character as though its caster level 
  were equal to the number of ranks you have in the 
  Heal skill. The spell’s normal limitations apply; for 
  example, a potion of cure light wounds can cure a 
  maximum of 1d8+5 points of damage, even if you 
  have more than 5 ranks in the Heal skill. 
  tool	optImIzEr
  You can easily find items that function as tools or augment 
  your own set of tools.
  Prerequisite: Craft (any) 1 rank, Disable Device 1 rank, or 
  Profession (any) 1 rank.
  Benefit: You take no penalty for using an improvised 
  tool associated with a skill in which you have at least 1 
  rank. For example, if you have 1 rank in Disable Device, 
  you take no penalty when opening a lock without a proper 
  tool. If you have at least 3 ranks in a skill, you can treat a 
  normal tool associated with that skill as though it were a 
  masterwork tool.
  IMPROMPTU EQUIPMENT
  22
  
  ADVENTURER’S ARMORY 2
  MAGIC ITEMS
  The following new magic items help characters utilize 
  improvised weapons better.
  GLOVES OF IMPROVISED 
  MIGHT 
  PRICE 
  varies
  +1
  4,000 GP
  +2
  16,000 GP
  +3
  36,000 GP
  +4
  64,000 GP
  +5
  100,000 GP
  SLOT hands
  CL 5th
  WEIGHT 1 lb.
  AURA faint transmutation 
  These rough leather gloves grant an enhancement 
  bonus of +1 to +5 on attack and damage rolls 
  with improvised weapons. Alternatively, the 
  gloves can grant melee weapon special 
  abilities, so long as they can be applied to 
  melee or thrown weapons (see pages 136–
  137 of Pathfinder RPG Ultimate Equipment 
  for a list of abilities). Special abilities count 
  as additional bonuses for determining the market value of the 
  item, but do not modify attack or damage bonuses. Gloves of 
  improvised might cannot have a modified bonus (enhancement 
  bonus plus special ability bonus equivalents) higher than +5. Unlike 
  an amulet of mighty fists, gloves of improvised might must have 
  a +1 enhancement bonus to grant a melee weapon special ability.
  Normal weapons are unaffected by gloves of improvised might 
  except when used as an improvised weapon in a way specifically 
  permitted by the weapon description, such as using an arrow or 
  bolt as a melee weapon (or if the user has an ability that allows the 
  use of normal weapons as improvised weapons). The wearer still 
  takes a –4 nonproficiency penalty on attack rolls with improvised 
  weapons, as normal, unless he has the Catch Off-Guard feat or a 
  similar ability.
  CONSTRUCTION REQUIREMENTS
  COST varies
  +1
  2,000 GP
  +2
  8,000 GP
  +3
  18,000 GP
  +4
  32,000 GP
  +5
  50,000 GP
  Craft Wondrous Item, greater magic weapon, creator’s caster 
  level must be at least three times the gloves’ bonus, plus any 
  requirements of the melee weapon special abilities
  QUICKMETAL BRACERS 
  PRICE 
  varies
  Adamantine
  5,000 GP
  Cold iron
  2,000 GP
  Silver
  1,000 GP
  SLOT wrists
  CL 9th
  WEIGHT 1 lb.
  AURA moderate transmutation 
  Once per day when a user wearing both these bracers speaks 
  a command word, the metal turns entirely liquid and swims 
  over the wearer’s hands to cover her weapons. The user can 
  cover a two-handed melee weapon or up to two one-handed 
  or light melee weapons. For the next 
  10 rounds, the affected weapons can 
  overcome damage reduction as though 
  the weapons were made of adamantine, 
  cold iron, or silver (as determined by the 
  quickmetal bracers’ type).
  The heavy, shifting metal coating affects the 
  balance of manufactured weapons, imposing a –2 penalty on 
  attack rolls. Improvised weapons, however, are already unwieldy, 
  and the metal coating doesn’t significantly affect their balance. 
  If the wielder lets go of a weapon affected by the bracers, the 
  liquid metal immediately turns back into a solid metal bracer—
  or bracers, in the case of a two-handed weapon—reappearing 
  on the user’s wrists. The bracers cannot therefore affect thrown 
  weapons or ranged weapon ammunition.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Adamantine
  2,500 GP
  Cold iron
  1,000 GP
  Silver
  500 GP
  Craft Wondrous Item, major creation
  RING OF BALANCED GRIP 
  PRICE
  1,600 GP
  SLOT ring
  CL 7th
  WEIGHT —
  AURA moderate transmutation 
  This sturdy ring allows the user to ignore the nonproficiency penalty 
  for using a particular type of improvised weapon, such as a crowbar 
  or pitchfork, and grants a +1 enhancement bonus on attack rolls 
  with that item as though it were a masterwork weapon. 
  CONSTRUCTION REQUIREMENTS
  COST 800 GP
  Forge Ring, masterwork transformationUM
  SCRAP COLLECTOR’S STRAP 
  PRICE
  500 GP
  SLOT none
  CL 3rd
  WEIGHT —
  AURA faint transmutation
  When this leather strap is tied around the grip of a broken weapon, 
  the user can ignore the effects of the broken condition on that 
  weapon. If the weapon loses its remaining hit points, it is destroyed 
  as normal. Tying or untying the strap is a full-round action.
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  Craft Wondrous Item, mending
  TYPICAL IMPROVISED WEAPONS
  Most improvised light, one-handed, and two-handed weapons 
  appropriately sized for a Medium character should deal 1d4, 
  1d6, and 1d8 points of damage, respectively. The following 
  examples of improvised weapons adhere to this guideline.
  Light Weapons: Arrow or bolt (as melee weapons), book, 
  bottle, broken bottle, bucket, chisel, frying pan, kitchen knife, 
  rolling pin, scissors, skull, spade, straight razor, or tankard.
  One-Handed Weapons: Branding iron, candlestick, chain, 
  chair leg, crowbar, femur, grappling hook, scabbard, scepter, 
  shovel, or walking stick.
  Two-Handed Weapons: Brazier, chair, digging bar, metal 
  pipe, ornamental greatsword, pitchfork, Small statue.
  23
  
  While most alchemical items are only usable once, their power 
  and utility make them well worth the expense. A pack full of 
  the right alchemical gear can be priceless in the right situation.
  ALCHEMICAL GEAR
  From the cruel drow to Mwangi herbalists, alchemists 
  from every corner of Golarion ceaselessly innovate. Wise 
  adventurers keep abreast of these advancements. All of the 
  following substances can be made by a character with the 
  Craft (alchemy) skill; the DC to craft each item is listed on 
  the inside back cover.
  alchEmIcal	rEmEdIEs
  The following alchemical remedies are used to heal 
  unusual ailments. 
  SURGICAL JELLY
  PRICE 300 GP
  WEIGHT 1 lb.
  When ingested, this thick red gelatinous substance seeks 
  out and surgically eliminates invasive threats to the body. 
  Consuming surgical jelly immediately ends any infestations 
  (such as rot grubs; Pathfinder RPG GameMastery Guide 245), 
  implanted eggs (such as those implanted by xills), or other non-
  disease effects that can be cured by remove disease, so long as 
  such a cure does not require a caster level check. Consuming a 
  pot of surgical jelly is a full-round action.
  TROLL STYPTIC 
  PRICE 100 GP
  WEIGHT —
  Troll styptic is used as a field treatment 
  for 
  wounds 
  and 
  bleeding, 
  particularly 
  where 
  magical 
  healing is not available. When 
  applied directly to wounds, 
  this jar of paste grants a living 
  creature fast healing 2 for 2d4 rounds. While active, the styptic 
  also closes any open wounds the subject receives, negating any 
  bleed effects that would affect the target. This is a painful cure, 
  and the target must succeed at a DC 15 Fortitude save or be 
  sickened for the styptic’s duration.
  alchEmIcal	tools
  Alchemical tools are not generally used to cure debilitating 
  conditions or attack opponents directly, but they can prove 
  extremely useful in a variety of situations.
  BEAST-SCENT
  PRICE  75 GP
  WEIGHT 1/2 lb.
  This mixture of scent-gland extracts and aromatic herbs serves 
  as both attractor and olfactory camouflage. It masks the natural 
  scent of a creature with a pungent musk that is alluring to 
  animals. Beast-scent provides a +2 circumstance bonus on 
  Handle Animal and wild empathy checks and a –5 penalty on 
  attempts to track the wearer by his original scent. If the tracking 
  creature is following the smell of beast-scent itself, Survival 
  checks to track gain a +10 circumstance bonus instead.
  A single vial of beast-scent masks the scent of one Medium 
  creature or two smaller creatures; larger creatures require 
  proportionally more to gain the benefits. Beast-scent becomes 
  inert after 1 hour of exposure to air. Applying a vial is a full-
  round action that provokes attacks of opportunity.  
  GHOST INK 
  PRICE 25 GP
  WEIGHT —
  Pale blue when wet, ghost ink dries to near-transparency 
  1 minute after application. Ghost ink is used to subtly 
  mark trails and locations. The pigment glows 
  red under the light shed by fire beetle glands 
  and sunrods; otherwise, a successful DC 25 
  Perception check is required to notice a mark in 
  ghost ink. One vial of ghost ink is sufficient for 
  writing a page’s worth of characters.
  GLOOMSTICK
  PRICE 25 GP
  WEIGHT 1 lb.
  This variant sunrod was developed by 
  fetchling alchemists. When twisted as a 
  standard action, a gloomstick begins drawing in 
  light from the surrounding area, reducing the light 
  level by one step (to a minimum of dim light) in a 
  20-foot radius. A gloomstick remains active for 1 minute 
  before crumbling to dust.
  alchEmIcal	WEapons
  Alchemical weapons are principally designed to harm one’s 
  foes, though inventive adventurers may find additional uses 
  for them.
  BOLT, ACID
  PRICE 40 GP
  WEIGHT —
  These metal crossbow bolts have a glass section in the middle 
  filled with acid. On a hit, an acid bolt deals 1d4 points of acid 
  damage in addition to its normal damage. Acid bolts do not 
  cause splash damage.
  BOLT, ALCHEMICAL FIRE
  PRICE 50 GP
  WEIGHT —
  These carefully crafted wooden crossbow bolts have a hollow 
  core filled with alchemist’s fire. On a hit, an alchemical fire bolt 
  deals 1d4 points of fire damage in addition to its normal damage. 
  Alchemical fire bolts do not cause splash damage, and they do 
  not set targets on fire unless a target is particularly flammable.
  BOLT, LIQUID ICE
  PRICE 40 GP
  WEIGHT —
  These metal crossbow bolts have 
  a glass section in the middle 
  filled with liquid iceUE. On a hit, 
  it deals 1d4 points of cold damage 
  ALCHEMICAL WARES
  24
  
  ADVENTURER’S ARMORY 2
  in addition to its normal damage. Liquid ice bolts do not cause 
  splash damage.
  BOLT, POISON
  PRICE 25 GP
  WEIGHT —
  These iron crossbow bolts have resin tips that break when the 
  bolts strike their targets; inside the tip is a dose of injury or 
  contact poison. In addition to dealing damage normally, anyone 
  struck by a poison bolt is exposed to the poison. When using 
  a poison bolt, you do not risk poisoning yourself, but the tip 
  affects the bolt’s accuracy; double all range increment penalties 
  when using poison bolts. The bolt’s cost does not include the 
  cost of the poison, which must be included during creation.
  DARKFLARE
  PRICE 1 GP
  WEIGHT —
  This alchemical flare explodes in black sparks 1 round after 
  lighting. Any creature with darkvision in the same square as a 
  darkflare when it explodes must succeed at a DC 15 Fortitude 
  save or lose its darkvision for 1d10 rounds. Affected creatures 
  can still use other vision (such as normal vision and low-light 
  vision) with no penalty.
  KITUMU’S IRE
  PRICE 75 GP
  WEIGHT —
  Named after a malevolent Mwangi goddess, this sack of luminous 
  paste is made from crushed jungle flowers. You can throw Kitumu’s 
  ire as a ranged touch attack with a range increment of 10 feet; on 
  a hit, the target is coated with the paste. A target coated with the 
  paste draws the attention of any swarm within 30 feet, causing 
  it to seek out and attack the target over any other creature. In 
  addition, an affected creature takes a –2 penalty on saving throws 
  against swarms’ distraction ability. Kitumu’s ire lasts for 1 hour or 
  until washed away with at least a gallon of alcohol.
  TRESS TINCTURE
  PRICE 50 GP
  WEIGHT —
  This tincture is used to counteract hair loss and guarantee 
  luxurious locks, but alchemists have developed a 
  concentrated form for use in combat. You can throw 
  tress tincture as a ranged touch attack with a range 
  increment of 10 feet. On a hit, the target’s hair grows 
  long and thick, partly blocking the target’s vision. 
  The affected creature treats all other creatures as 
  if they had concealment. As a swift action, the 
  affected creature can brush or toss its hair aside, 
  negating this concealment for 1 round. As a full-
  round action that provokes an attack of opportunity, the affected 
  creature can hack off enough hair to end the concealment effect; 
  this requires a light or one-handed slashing weapon. Creatures 
  incapable of growing hair are unaffected by tress tincture.
  ALCHEMICAL EQUIPMENT TRICKS
  Dedicated warriors and explorers learn to take advantage 
  of everything at their disposal. In the case of alchemical 
  tools, this means drawing upon their versatility—any fool 
  can hurl a thunderstone or hide within a smokestick cloud, 
  but seasoned adventurers master a variety of useful stunts. 
  The following tricks supplement the Equipment Trick feat 
  presented on page 2.
  smokEstIck	trIcks
  Often overlooked for alchemist’s fire, smokesticks can 
  provide versatile tactical advantage in the right hands. In 
  addition to the feat, skill, or other requirements listed for 
  each of these tricks, you must have the Equipment Trick 
  (smokestick) feat to use the following trick.
  Choking Smoke (Improved Dirty TrickAPG): When you 
  perform a successful dirty trickAPG combat maneuver while 
  holding a lit smokestick, you can shove the smokestick 
  into your opponent’s mouth (or other breathing 
  apparatus) to impair its breathing. The affected creature 
  begins choking and sputtering, gaining the sickened 
  condition. Unlike a normal dirty trick, the foe must 
  succeed at a Fortitude save to remove this condition, in 
  addition to spending an action. The DC of this Fortitude 
  save is equal to 10 + half your base attack bonus + any 
  bonus you add to dirty trick combat maneuvers (such as 
  that granted by Improved Dirty Trick). This condition 
  ends after 1 minute, if not removed sooner. Creatures that 
  do not breathe are immune to this effect.
  Slow Burn (Craft [alchemy] 1 rank): You can burn 
  a smokestick just slowly enough to not consume it 
  immediately. You must choose to use this trick when you 
  light a smokestick. A slow-burning smokestick is not 
  consumed after 1 round, and the smoke produced only lasts 
  for 1 round. For the next hour, as a swift action when you 
  are holding a slow-burning smokestick, you can use the 
  smokestick to produce a cloud of smoke that lasts for only 
  1 round. The slow-burning smokestick lasts for 1 hour or 
  until you have created a total of 10 clouds, at which point it 
  is consumed.
  Smoke Shadow (Craft [alchemy] 1 rank; Skill Focus 
  [Stealth] or Stealthy): You can use a slow-burning smokestick 
  (using the slow burn trick) to conceal your motions while 
  sneaking. While your smokestick is slow-burning, whenever 
  a creature would succeed at an opposed Perception check 
  against your Stealth check, you can emit a puff of smoke as 
  an immediate action to hide your presence. When you do, 
  the creature must reroll its Perception check and take the 
  second result, even if it is worse. Even if the creature fails 
  this Perception check, it is aware of your general location 
  because of the sudden smoke (unless the location is already 
  filled with smoke—like that emitted by the normal use of a 
  smokestick—or fog).
  Smoke Strike (Craft [alchemy] 1 rank, Improved Feint): 
  You can use a slow-burning smokestick (using the slow burn 
  trick) to distract foes from your strikes. As a swift action 
  when you are holding a slow-burning smokestick, instead of 
  producing a cloud with the slow burn trick, you can create 
  a small, dense burst of smoke in an adjacent foe’s face. This 
  allows you to feint as part of that swift action.
  25
  
  tanglEfoot	bag	trIcks
  Tanglefoot bags can be a versatile and even deadly tool in 
  the hands of a skilled user. In addition to the feat, skill, or 
  other requirements listed for each of these 
  tricks, you must have the Equipment 
  Trick (tanglefoot bag) feat to use a 
  trick. At your GM’s discretion, you 
  may be able to use some of these 
  tricks with a tangleburn bagUE, but 
  at the risk of dealing fire damage to 
  connected items or creatures.
  Captivating Embrace (Improved Grapple): 
  You get up close and personal, then use a tanglefoot 
  bag to keep things that way. When you successfully grapple 
  a creature, you burst a tanglefoot bag to stick yourself to your 
  target. You must have the tanglefoot bag in hand to use this 
  ability unless you have the Quick Draw feat (in which 
  case the tanglefoot bag must be easily accessible on 
  your person). While the tanglefoot bag’s effect lasts, 
  you do not take a penalty to grapple checks for not having two 
  hands free, and your opponent takes a –4 penalty on combat 
  maneuver checks and Escape Artist checks to break the grapple.
  Sticky Bombs (Quick Draw, Throw Anything): You can 
  slap another item on a tanglefoot bag and toss both to ensure 
  contact. When you throw an alchemical item, you can attach 
  a tanglefoot bag to it as you throw it; this does not require 
  an additional action. On a hit, the target is affected by the 
  tanglefoot bag, with the alchemical item firmly stuck in 
  the goo. The item stays in the target’s square as long the 
  tanglefoot bag’s effect lasts, making this most useful with 
  items that don’t immediately take effect, such as darkflares 
  (see above) or fuse grenadesUE.
  Thieving Shield (Shield Focus or armor training class 
  feature): As an immediate action, you can splatter a 
  tanglefoot bag on your shield, making it sticky. 
  Your shield gains the grappleUE weapon 
  quality when used as a weapon with a shield 
  bash attack. In addition, the first time 
  each round an attack with a manufactured 
  weapon misses you by 4 or less, you can 
  make a free disarm attempt against that 
  weapon. This disarm attempt does not 
  provoke an attack of opportunity. Your shield 
  remains sticky for 2d4 rounds, after which it 
  must be cleaned (a full-round action) before 
  you can use this trick again.
  thundErstonE	trIcks
  In addition to the feat, skill, or other requirements listed 
  for each of these tricks, you must have the Equipment Trick 
  (thunderstone) feat to use the following tricks.
  Deafening Component (ability to create bombs or cast 
  any spell with the electricity, fire, or sonic descriptor): 
  You can add a thunderstone as an additional material 
  component to any spell you cast with the electricity, fire, or 
  sonic descriptor, or to any bomb you throw. Any creature 
  damaged by that spell or bomb must also succeed at a DC 15 
  Fortitude save or be deafened for 1 hour.
  Evolve Resilience (Knowledge [arcana] 1 rank, eidolon 
  class feature): Your eidolon can consume a thunderstone 
  a s 
  a standard action to bolster its resilience 
  against certain effects. For 1 hour, your 
  eidolon gains the resistance evolution 
  (electricity or sonic only; Pathfinder RPG 
  Advanced Player’s Guide 61 or Pathfinder RPG 
  Pathfinder Unchained 36). Your eidolon cannot 
  gain both resistances from this trick at the 
  same time. During this time, the eidolon 
  is immune to the effects of thunderstones.
  Startling Noise (Stealth 3 ranks or 
  stalker 
  vigilanteUI 
  specialization): 
  Your 
  thunderstones are especially effective when foes don’t 
  know they’re coming. Any creature that is completely unaware 
  of your presence takes a –4 penalty on saving throws against 
  thunderstones you use and, if deafened, takes an amount of 
  nonlethal damage equal to your number of sneak attack or 
  hidden strike dice (if any).
  Thunderclap (Weapon Focus [any hammer]): Your 
  thunderstones enhance the concussive force of hammers 
  you wield. This trick only works with hammers to which your 
  Weapon Focus feat applies. As a move action, you can wedge 
  a thunderstone in place on your hammer’s striking surface. 
  When you hit a foe with that hammer, the thunderstone 
  detonates. You gain a +4 bonus on your saving throw against 
  the thunderstone’s effect (if necessary), and your foe takes a –4 
  penalty on its saving throw against the thunderstone’s effect.
  CONCOCTIONS
  Some alchemical creations are less stable than 
  others. Concoctions are notorious for their side 
  effects and for their dangerous unpredictability 
  when mixed together.
  All concoctions last for 1 hour, even if their 
  benefits are expended before then. Drinking a 
  second concoction before this duration expires causes 
  unpredictable effects as their unstable alchemical 
  compounds mix inside the body. To determine the 
  effects of admixture, roll on the Concoction Miscibility 
  Table. For each additional concoction consumed before 
  the initial duration expires, rolls on the Concoction 
  Miscibility Table take a cumulative –10% penalty. 
  Mixing concoctions outside the body ruins both 
  substances’ potency. All concoctions have a Craft DC of 15.
  CRYSTAL-SWEET 
  CONCOCTION
  PRICE 50 GP
  WEIGHT —
  This sugary blue drink, often cut with mint to reduce the 
  cloying sweetness, brightens your demeanor and 
  sweetens your voice, granting a +2 alchemical bonus on 
  Diplomacy checks. It renders you naive and perilously 
  trusting, however, imparting a –4 penalty on your Sense 
  Motive checks.
  26
  
  ADVENTURER’S ARMORY 2
  DARTING-EYE CONCOCTION
  PRICE 50 GP
  WEIGHT —
  This effervescent concoction improves your sensory reaction 
  time, providing a +2 alchemical bonus on Perception checks. 
  However, the mental hyperactivity it creates imparts a –1 
  penalty on your Will saving throws.
  FEAR-KILLER CONCOCTION
  PRICE 50 GP
  WEIGHT —
  A favorite of Ustalavic alchemists, this pale sludge hampers your 
  fear response, granting a +2 alchemical bonus on your saves 
  against fear effects. The concoction’s necrotic components dull 
  healing, however, causing you to regain 2 fewer hit points from 
  healing effects (to a minimum of 1 point of healing per effect).
  QUICK-STEP CONCOCTION
  PRICE 75 GP
  WEIGHT —
  This minty fluid quickens your feet and improves your 
  balance, granting a +2 alchemical bonus on Acrobatics 
  checks and to your CMD against trip attempts. However, 
  you become easily distracted and take a –2 penalty on 
  Perception checks.
  SLOW-HEART CONCOCTION
  PRICE 50 GP
  WEIGHT —
  This inky concoction slows the flow of blood, reducing any 
  bleed damage you would suffer by 2 and causing you to 
  automatically stabilize when dying. The concoction dulls your 
  response speed, however, imparting a –1 penalty on your 
  Reflex saving throws.
  SNAKE-TONGUE 
  CONCOCTION
  PRICE 50 GP
  WEIGHT —
  This lime-green goo turns your saliva venomous. Once during 
  the concoction’s duration, as a swift action, you can lick or spit 
  on a held weapon to apply a dose of black adder venom to the 
  weapon. If you are a vishkanyaARG, you instead apply the poison 
  granted by your toxic racial trait; this does not count against 
  that trait’s uses per day. The concoction weakens your physical 
  defenses, imparting a –1 penalty on your Fortitude saving throws.
  SPHERE-SONG CONCOCTION
  PRICE 50 GP
  WEIGHT —
  This syrupy concoction fills you with a dreamy, peaceful feeling, 
  providing a +1 alchemical bonus on Will saving throws. However, 
  the dreaminess slows your reactions to danger, imparting a –2 
  penalty on initiative checks.
  WILD-BLOOD CONCOCTION
  PRICE 100 GP
  WEIGHT —
  This coppery-tasting substance causes your adrenaline 
  production to spike, granting you a +2 alchemical 
  bonus on melee damage rolls with natural and 
  manufactured weapons. The concoction weakens 
  your self-preservation urges and imparts a –2 
  penalty to your AC.
  CONCOCTION MISCIBILITY TABLE
  d% 
  Effect
  1 
  The concoctions combine to form a deadly 
  poison. You take 1d6 points of Constitution 
  damage per round for 1d3+1 rounds.
  2–3 
  The concoctions react explosively… inside you.
  You take 5d12 points of fire damage.
  4–7 
  You are rendered permanently blind or deaf 
  (determined randomly). A remove blindness/ 
  deafness spell or similar effect is required to 
  restore your lost sense.
  8–12 
  The concoctions thin your blood so that any 
  injury causes rapid bleeding. Whenever you take 
  piercing or slashing damage during the next 24 
  hours, you also take 1 point of bleed damage. 
  This bleed damage stacks with itself and with 
  other bleed effects.
  13–25 
  The concoctions render you violently ill. You 
  become nauseated for 2d6 rounds
  26–33 
  The concoctions unsettle your health. You 
  become sickened for 3d4 minutes.
  34–40 
  The concoctions meddle with your mind. You are 
  confused during the first round of each combat 
  during the next 24 hours.
  41–50 
  The concoctions sap your energy. You are 
  fatigued until you rest for 2d12 minutes.
  51–60 
  The concoctions sharpen your senses. You gain 
  low-light vision and a +2 alchemical bonus on 
  Perception checks; if you already have low-light 
  vision, increase the bonus on Perception checks 
  to +4. This effect lasts for 1d6 minutes.
  61–69 
  The concoctions grant you a sudden burst of 
  energy. You gain the benefits of the haste spell 
  for 1d3+1 rounds. This effect is nonmagical and 
  cannot be dispelled.
  70–75 
  Any melee attacks you make with natural 
  weapons or metal manufactured weapons deal 
  an extra 1d4 points of electricity damage. Any 
  electricity spell you cast deals 1 extra point of 
  damage per die rolled. This effect is magical and 
  lasts for 3d6 rounds.
  76–85 
  The concoctions toughen your skin, granting 
  you a +1d3 enhancement bonus to your natural 
  armor for 3d10 minutes.
  86–92 
  The concoctions accelerate your natural healing 
  process. You gain fast healing 1d4 (roll each 
  round) for 2d6 rounds.
  93–99 
  The concoctions fill you with euphoric morale. 
  For the next 10d6 minutes, you gain the benefits 
  of the good hope spell. This effect is nonmagical 
  and cannot be dispelled.
  100 
  The concoctions unleash the full potential of your 
  body and mind, transforming you into a paragon 
  of your race and class. Choose two ability scores. 
  You gain a +4 enhancement bonus to each of 
  those ability scores for 24 hours.
  27
  
  EQUIPMENT FROM ABROAD
  The tools of distant lands often appeal to well-traveled 
  explorers. This rare equipment allows adventurers from the 
  Inner Sea to fit into these cultures while traveling abroad, 
  and offers an unexpected edge when using it at home. 
  DRAGON EMPIRES EQUIPMENT 
  Items from Tian Xia are most common in northeast Avistan, 
  transported by hardy merchants crossing the Crown of the 
  World, but such goods can be found in cosmopolitan areas 
  throughout Golarion.
  alchEmIcal	rEmEdIEs	and	tools
  Alchemy is a deeply respected art throughout the lands of 
  Tian Xia, and its practice is intertwined with culture, faith, 
  and everyday life in the Dragon Empires.
  MINKAIAN CEREMONIAL 
  TEA 
  PRICE 900 GP
  WEIGHT —
  This tea is extremely rare and expensive, requiring 
  several years to grow and prepare. A geisha bard 
  (Pathfinder RPG Ultimate Magic 27) who 
  uses this tea as part of her tea ceremony 
  to inspire courage increases 
  the bonuses granted by 1. A 
  lotus geisha bard (Pathfinder 
  Player Companion: Dragon 
  Empires 
  Primer 
  22) 
  who 
  drinks this tea increases the bonus granted by her enrapturing 
  performance ability by 1; this effect lasts for 24 hours.
  SPIRIT-VISION INK 
  PRICE 25 GP
  WEIGHT —
  Originally developed by kami-revering priests to write 
  prayer scrolls, this pale ink is now often used by ninjas 
  to mark locations or leave messages. Once spirit-vision 
  ink dries, it becomes completely invisible. To invisible 
  creatures, however, writing in spirit-vision ink 
  shimmers with a rich azure hue.
  clothIng
  Tian clothing stands out for its beauty and functionality. It is 
  usually crafted from silk, fine linen, or other pricey fabrics, 
  and is often densely embroidered with metallic and richly 
  dyed threads. Tian clothing is seen as a sign of prestige in 
  major cities like Absalom and Katheer.
  SHINOBI SHOZOKU 
  PRICE 50 GP
  WEIGHT 2 lbs.
  This close-fitting bodysuit of soft, dark fabric is favored by ninja and 
  assassins. When worn, it grants a +2 circumstance bonus on Stealth 
  checks. Wearing armor with a base armor bonus higher than +1 
  negates this bonus, as does additional heavy clothing or equipment 
  worn under the shinobi shozoku (at the GM’s discretion). 
  SILK KIMONO 
  PRICE 200 GP
  WEIGHT 5 lbs.
  This exquisite silken garment is vitally important 
  formal wear for certain social roles in many 
  Tian cultures, including Minkai. Properly 
  donning a kimono requires assistance and 
  a successful DC 15 Knowledge (nobility) 
  check. When dealing with Minkaians or 
  others familiar with the cultural significance 
  of this garment, a properly worn kimono 
  grants a +2 circumstance bonus on Diplomacy 
  checks, as well as on Disguise checks made 
  to appear as a geisha, noble, or other high 
  standing member of Minkai society.
  spEcIal	matErIal:	sIngIng	stEEl	
  This lustrous golden metal emits beautiful bell-like tones 
  when struck. An alloy of gold and mithral, singing steel 
  was originally created by the elves of Jinin, although the 
  secrets of working singing steel have spread to Hwanggot, 
  Minkai, and Tianjing. Instruments made of this metal are 
  especially popular among bards and other performers who 
  worship the goddess Shelyn.
  A weapon made of singing steel counts as alchemical 
  silver for all purposes, including the –1 penalty on damage 
  rolls with singing steel weapons. Most armor made of 
  singing steel is treated as one category lighter (heavy armors 
  are treated as medium, and medium armors are treated as 
  light, but light armors are still treated as light). The armor 
  or shield’s arcane spell failure chance is reduced by 5%, its 
  maximum Dexterity bonus is increased by 1, and its armor 
  check penalty is reduced by 1 (to a minimum of 0). 
  When wielding a singing steel weapon, shield, or item 
  weighing at least 5 pounds, or wearing medium or heavy singing 
  steel armor, the wielder or wearer can strike the singing steel 
  as part of beginning a bardic performance. If the wielder can 
  normally start a bardic performance as a standard action, he 
  can do so as a move action instead. If the wielder can normally 
  start a bardic performance as a move action, he can do so as a 
  swift action instead. This ability does not function in the area 
  of a silence spell or similar effect. After using the singing steel in 
  this fashion, the steel must be carefully brushed to remove any 
  lingering vibrations, a process that takes 10 minutes.
  Singing steel items are always masterwork; this cost is 
  included in the price. Singing steel has 20 hp per inch 
  of thickness and hardness 10. Although formed partially 
  from mithral, singing steel items weigh as much as their 
  normal counterparts.
  Type of Singing-Steel Item 
  Item Price Modifier
  Light armor 
  +750 gp
  Medium armor 
  +9,000 gp
  Heavy armor 
  +12,000 gp
  Shield 
  +7,000 gp
  Weapon 
  +6,000 gp
  Other items 
  +600 gp/lb.
  28
  
  ADVENTURER’S ARMORY 2
  KELESHITE EQUIPMENT 
  Qadira serves as a gateway for the Padishah Empire’s goods 
  to enter the Inner Sea region. Keleshites are incredibly 
  well traveled and thus this iconic equipment can be found 
  throughout Avistan and Garund, especially in cosmopolitan 
  population centers where trade is healthy. 
  clothIng	and	EntErtaInmEnt
  Sophisticated entertainments are a mainstay of Keleshite 
  culture, from complex dances and poetry to games of 
  strategy and friendly artistic competitions.
  DANCER’S GARB
  PRICE 100 GP
  WEIGHT 5 lbs.
  This 
  combination 
  of 
  loose-fitting 
  sashes, 
  veils, 
  and 
  ornamentation accentuates a dancer’s form and movements. 
  Dancer’s garb provides a +2 circumstance bonus on Perform 
  (dance) checks, similar to that provided by masterwork 
  instruments for other Perform skills, but does not grant this 
  benefit when worn with armor or other concealing clothing.
  DANCER’S GARB, SILVER
  PRICE 200 GP
  WEIGHT 5 lbs.
  In addition to granting the same bonus on 
  Perform (dance) checks as regular dancer’s 
  garb, silver dancer’s garb is considered a 
  silver instrument for silver balladeer bards 
  (Pathfinder RPG Occult Adventures 115). 
  Silver dancer’s garb can be made of sunsilver 
  (see below); sunsilver dancer’s garb costs 
  an additional 3,000 gp and grants the same 
  benefits as armor made of sunsilver. As with 
  the bonus on Perform (dance) checks, this benefit 
  functions only when no other armor or concealing 
  clothing is worn.
  IMPERIAL CONQUEST
  PRICE 250 GP
  WEIGHT 4 lbs.
  This strategy game, best played with an elaborate ebony 
  board and intricate ivory pieces, follows deceptively simple 
  rules with great strategic depth. While the game can be 
  played with less expensive sets, only a suitably intricate 
  and well-crafted game set can generate the state of mind 
  necessary to gain the tactical benefits of the game. Imperial 
  conquest is a great intellectual pursuit across the breadth of 
  the Padishah Empire, but the game has only recently begun 
  to spread through the Inner Sea region.
  Up to four people can play a game of imperial conquest, 
  which generally takes 1–2 hours (4d20+20 minutes). At the 
  end of an uninterrupted game, each player attempts a DC 
  20 Intelligence check, with success granting tactical insights. 
  For the next 8 hours, any character who succeeded at the 
  Intelligence check gains a +1 bonus to AC against attacks 
  of opportunity; when two players who succeeded at the 
  Intelligence check flank the same enemy during this time, the 
  bonus on attack rolls from flanking increases by 1.
  alchEmIcal	rEmEdIEs
  The physicians of the Padishah Empire are among the most 
  advanced students of healing and physiology on Golarion. 
  While the Sarenite Church specializes in healing magic, it 
  also trains students in non-magical medicine and biology. 
  Their studies have led to the development of numerous 
  potent medicines.
  ANESTHETIC WINE
  PRICE 50 GP
  WEIGHT 1 lb.
  This alchemical anesthetic, developed from 
  ancient recipes for Sarenite sacred wine, grants 
  a powerful resistance to pain. For 1 hour after 
  drinking anesthetic wine, you gain a +5 bonus on 
  saving throws against pain effects, and when you 
  would take nonlethal damage, reduce the amount 
  of damage taken by 1. 
  CURATIVE MYRRH
  PRICE 50 GP
  WEIGHT —
  When you burn this powerful resin, it fills eight contiguous 10-
  foot cubes with faint smoke that persists for 8 hours. Creatures 
  resting or receiving long-term care in the smoke from curative 
  myrrh regain 1 additional hit point per level. Multiple uses of 
  curative myrrh in a 24-hour period do not stack.
  LIQUID BREEZE
  PRICE 30 GP
  WEIGHT —
  Developed in ancient times to ease travels across the 
  harsh deserts of Kelesh, liquid breeze is a common 
  ware in markets catering to travelers, adventurers, 
  and explorers. This soothing liquid grants the 
  benefits of endure elements for 8 hours, but only 
  against hot environments. This effect is nonmagical 
  and can’t be dispelled.
  spEcIal	matErIal:	sunsIlvEr
  An advanced form of alchemical silver, sunsilver is the 
  pride of the Padishah Empire’s war smiths. A weapon 
  made of sunsilver counts as alchemical silver for all 
  purposes. Items not primarily made of metal are not 
  meaningfully affected by being partially made of sunsilver. 
  (For example, a scimitar or breastplate can be made of 
  sunsilver, while a quarterstaff or hide armor cannot.) In 
  addition, items made of sunsilver are immune to rust 
  effects (such as rusting grasp). While in an area of bright 
  light, a shield or suit of armor made of sunsilver shines 
  brightly, allowing the wearer to reflect light at nearby foes 
  as a move action. When she does so, creatures adjacent to 
  the wearer must succeed at a DC 12 Fortitude save or be 
  dazzled for 1 round. 
  Armor and weapons made of sunsilver are always 
  masterwork. To determine the price of a sunsilver item, add 
  25 gp per pound to the price of a masterwork version of that 
  item. Sunsilver has 10 hit points per inch of thickness and 
  hardness 8.
  29
  
  Humanoid in shape and constructed of base materials, 
  poppets are designed to accompany explorers into 
  dangerous places and help with simple tasks. 
  POPPET STATISTICS
  The following statistics represent a standard poppet without 
  any modifications. 
  POPPET                                               
  CR 1/3
  XP 135
  N Tiny construct
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception –3
  DEFENSE
  AC 14, touch 14, flat-footed 12 
  (+2 Dex, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +2, Will –3
  Immune construct traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +2 (1d2–1)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 14, Con —, Int —, Wis 5, Cha 1
  Base Atk +1; CMB +1; CMD 10
  Poppets resemble humanoid mannequins standing 1 foot 
  tall and weighing 6 pounds. Their faces have only the crudest 
  features, if any at all.
  Each poppet is connected to a wooden token as a part of 
  its creation, typically shaped into a doll or piece 
  of jewelry. The poppet follows orders given by 
  the individual keyed to this token, so long as 
  that individual carries or wears the token. The 
  individual currently keyed to the token can 
  give it to another—transferring control of the 
  poppet—in a 1-minute ritual. This transfer 
  is typical when a poppet is sold to 
  a new owner.
  Poppets have no minds of their 
  own, and so carry out orders explicitly as 
  they are instructed, even if their situation 
  makes the command nonsensical. Poppets 
  can only perform simple manual labor, 
  but they can be commanded to perform 
  simple tasks at certain times, or when certain 
  conditions are met. 
  constructIon
  Poppets are among the simplest of constructs. The creator 
  must start with quality pieces of wood and wicker worth 10 gp.
  POPPET, TINY
  CL 1st; Price 310 gp
  CONSTRUCTION
  Requirements Craft Construct or Craft Poppet, make whole, 
  mending; Skill Craft (carpentry) DC 15; Cost 160 gp
  POPPET VARIANTS
  Poppets can be enhanced with a variety of abilities or built 
  in a slightly larger size.
  poppEt	augmEntatIons
  The following abilities can be added to a poppet 
  at the time of creation or added later to a poppet 
  under the crafter’s control. Each augmentation is 
  listed with the additional price to a buyer, as well 
  as the additional requirements that a crafter 
  must meet to produce the augmentation 
  (in addition to the Craft Construct or Craft 
  Poppet feat), followed by the additional cost to 
  the crafter. 
  Unless otherwise stated, a poppet can gain each 
  augmentation only once.
  Agile Poppet (Price +200 gp): The poppet’s joints are 
  carefully articulated to provide it a more flexible range of 
  motion. The poppet gains Acrobatic, Athletic, or Stealthy as a 
  bonus feat. A poppet can gain this augmentation up to three 
  times, providing the poppet with a different feat each time. 
  Requirements: minor creation; Cost: +100 gp.
  Armored Poppet (Price +300 gp): An armored poppet 
  has thick wooden plates around its torso. The poppet 
  gains a +2 armor bonus to AC. Requirements: mage armor;  
  Cost: +150 gp.
  Durable Poppet (Price +500 gp): A durable poppet can 
  sustain more blows before breaking apart. It gains 10 
  additional hit points. Requirements: false life; Cost: +250 gp.
  Fleet Poppet (Price +250 gp): The poppet has longer 
  legs, allowing it to move more quickly. The poppet’s base 
  land movement speed increases from 20 feet to 30 feet. 
  Requirements: expeditious retreat or longstrider; Cost: +125 
  gp.
  Heavy Lifter (Price +250 gp): The poppet has a 
  series of harnesses, plates and sturdy leather 
  straps that allow it to distribute weight more 
  evenly. The poppet’s carrying capacity 
  triples. Requirements: ant haulAPG; 
  Cost: +125 gp.
  Mighty Poppet (Price +400 gp): 
  The poppet’s Strength score increases 
  by 4. Requirements: bull’s strength; Cost: +200 gp.
  Nimble Poppet (Price +400 gp): The poppet’s 
  Dexterity score increases by 4. Requirements: cat’s 
  grace; Cost: +200 gp.
  Scaling Poppet (Price +400 gp): The poppet’s 
  construction integrates climbing tools, allowing it to 
  move across steep surfaces with ease. It gains a climb 
  speed of 20 feet. A poppet must have the Athletic feat before 
  POPPETS
  30
  
  ADVENTURER’S ARMORY 2
  gaining this augmentation. Requirements: minor creation, 
  spider climb; Cost: +200 gp.
  Sealed Poppet (Price +200 gp): A layer of protective 
  sealants protects the poppet from flames. The poppet loses its 
  vulnerability to fire. Requirements: resist energy; Cost: +100 gp.
  Soaring Poppet (Price +800 gp): The poppet gains a 
  rudimentary pair of wings, granting it the ability to fly at a 
  speed of 20 feet with poor maneuverability. A poppet can 
  gain this augmentation a second time to increase its 
  fly speed to 30 feet and gain Hover as a bonus feat. A 
  poppet must have the Acrobatic feat before gaining 
  this augmentation. Requirements: fly, minor creation; 
  Cost: +400 gp.
  Swimming Poppet (Price +400 gp): The 
  poppet bears fins, flippers, or other 
  accessories to assist with swimming. 
  It gains a swim speed of 20 feet. A 
  poppet must have the Athletic feat 
  before gaining this augmentation. 
  Requirements: minor creation, water 
  breathing; Cost: +200 gp.
  small	poppEts
  Small poppets are more durable but more expensive than 
  typical poppets. They can also gain augmentations, but the 
  extra material required doubles an augmentation’s cost.
  POPPET 
  CR 1/2
  XP 200
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception –3
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 15 (1d10+10)
  Fort +0, Ref +1, Will –3
  Immune construct traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +3 (1d3+1)
  STATISTICS
  Str 12, Dex 12, Con —, Int —, Wis 5, Cha 1
  Base Atk +1; CMB +1; CMD 12
  Small poppets are the size of human toddler, standing about 2 
  feet tall and weighing approximately 30 pounds.
  constructIon
  Small poppets require quality pieces of wood or wicker worth 
  100 gp.
  POPPET, SMALL
  CL 3rd; Price 900 gp
  CONSTRUCTION
  Requirements Craft Construct or Craft Poppet, make whole, 
  mending; Skill Craft (carpentry) DC 18; Cost 500 gp
  FEATS
  The following new feats are useful for characters who want to 
  craft poppets or forge a closer magical connection with one.
  craft	poppEt	(ItEm	crEatIon)
  Some construct builders learn their art by creating poppets.
  Prerequisite: Caster level 1st.
  Benefit: You can craft poppets and add augmentations 
  to existing poppets that you control. You are treated 
  as having both Craft Arms and Armor and Craft 
  Wondrous Item for the purpose of fulfilling the 
  prerequisites for Craft Construct.
  poppEt	famIlIar
  You may select a poppet as your familiar.
  Prerequisites: Ability to acquire a new 
  familiar, caster level 3rd. 
  Benefit: You can choose a 
  standard Tiny poppet that you 
  control as your familiar. This 
  poppet cannot have any existing 
  augmentations. You absorb the 
  poppet’s token harmlessly into your 
  body, making it impossible for you to transfer control of 
  the poppet thereafter. A poppet familiar uses the rules 
  for regular familiars, with the following exceptions: its 
  type does not change, and it does not gain the ability to 
  speak with others of its kind. The poppet’s Wisdom score 
  increases to match its Intelligence score and it can speak 
  and understand one language chosen by you at the time 
  you select the poppet as your familiar. A poppet familiar 
  has Craft, Perception, Profession, and Stealth as class 
  skills. A poppet familiar cannot receive augmentations 
  from crafting, but its connection to you allows it to 
  spontaneously generate augmentations of your choice as 
  you increase in level.
  If your caster level is 5th or higher, your poppet 
  familiar either becomes Small in size or gains two 
  augmentations of your choice. You do not need to meet 
  the requirements (or pay the construction cost) to craft 
  these augmentations. At caster level 7th, and every 2 caster 
  levels thereafter, your poppet familiar gains an additional 
  augmentation of your choice.
  If your caster level is 7th or higher, your poppet familiar 
  gains the ability to generate spray of splinters as a breath 
  weapon that deals 1d6 points of piercing damage in a 
  15-foot cone. At caster level 9th and every 2 caster levels 
  thereafter, the damage increases by 1d6 (to a maximum 
  of 7d6 at 19th level). A poppet can use this breath weapon 
  three times per day.
  If your poppet familiar is lost or destroyed, you can replace 
  it with another standard Tiny poppet that you control 
  by undertaking a ritual that takes 8 hours to complete. If 
  your previous poppet familiar was Small or had gained 
  augmentations, you can choose different augmentations for 
  your new poppet familiar. 
  31
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original 
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  Jarzabski, Mikko Kallio, Isabelle Lee, Luis Loza, Joe Pasini, David N. Ross, and Linda Zayas-Palmer.
  OPEN GAME LICENSE VERSION 1.0A
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  No character is complete without 
  gear from the exhaustive hardcover, 
  Pathfinder RPG Ultimate Equipment. 
  With nearly 400 pages of equipment 
  both mundane and magical, this book 
  is a must for any player or GM.
  Learn to unlock the full potential of 
  all your character’s many weapons, 
  from simple daggers and slings to 
  legendary 
  magical 
  artifacts, 
  with 
  Pathfinder Player Companion: Weapon 
  Master’s Handbook! 
  Pathfinder Player Companion: Armor 
  Master’s Handbook provides new tools, 
  tips, and tricks for any character that 
  wears armor to make the most of her 
  protective gear, the key to survival in 
  any campaign.
  Pathfinder Player Companion: Blood of the Sea explores the mystical paths and strange abilities of 
  seaborne adventurers—and those who hunt them. Discover the secrets of aquatic elves, gillmen, 
  merfolk, tritons, and more. New magic items aid aquatic characters in adventuring on land and take 
  land-dwelling characters into the mysterious deep, while new spells grant mastery over the waters. A 
  host of other new archetypes, feats, and more allow characters of all types to infuse themselves with the 
  power of the sea. Dive into Blood of the Sea and discover oceans of possibility!
  WOULD YOU LIKE TO KNOW MORE?
  Pathfinder Player Companion: Adventurer’s Armory 2 is far from the only source of new gear 
  with which to customize characters of every sort. Check out these great equipment-
  heavy publications for even more exciting options, available at bookstores and 
  game stores everywhere, and online at paizo.com!
  NEXT MONTH!
  32
  
  Adventuring geAr
  Item 
  Price 
  Weight
  Adventurer’s sash 
  20 gp 
  3 lbs.*
  Cane (simple) 
  2 cp 
  3 lbs.*
  Cane (common) 
  1 sp 
  3 lbs.*
  Cane (elegant) 
  25 gp 
  4 lbs.*
  Cane, hollow 
  +1 gp 
  —
  Charcoal 
  5 sp 
   —
  Chest, Small treasure 
  3 gp 
  25 lbs.
  Chest, Medium treasure 
  7 gp 
  50 lbs.
  Chest, Large treasure 
  15 gp 
  100 lbs.
  Chest, Huge treasure 
  37 gp 
  250 lbs.
  Climber’s planks 
  20 gp 
  4 lbs.
  Conversation tube 
  10 gp 
  3 lbs.
  Crutch 
  5 sp 
  2 lbs.*
  Dusk lantern 
  35 gp 
  4 lbs.
  False teeth (clockwork) 
  100 gp 
  1/2 lb.
  False teeth (common) 
  5 gp 
  —
  False teeth (masterwork) 
  50 gp 
  —
  Gauntlet magnet 
  75 gp 
  1/2 lb.*
  Mirror ball 
  100 gp 
  1 lb.
  Nautical chart 
  25 gp 
  —
  Pantograph 
  50 gp 
  2 lbs.
  Rope recaller 
  250 gp 
  30 lbs.
  Scroll case, spring loaded 
  5 gp 
  1 lb.
  Wheelchair 
  20 gp 
  25 lbs*
  Wing sheaths 
  10 gp 
  10 lbs. *
   
  AlchemicAl remedieS 
   Item 
  Price 
  Weight 
  Craft DC
  Anesthetic wine 
  50 gp 
  1 lb. 
  20
  Curative myrrh 
  50 gp 
  — 
  20
  Liquid breeze 
  30 gp 
  — 
  20
  Surgical jelly 
  300 gp 
  1 lb. 
  25
  Troll styptic 
  100 gp 
  — 
  25
  AlchemicAl toolS
  Item 
  Price 
  Weight 
  Craft DC 
  Beast-scent 
  75 gp 
  1/2 lb. 
  25
  Ghost ink 
  25 gp 
  — 
  25
  Gloomstick 
  25 gp 
  1 lb. 
  25
  Minkaian ceremonial tea 
  900 gp 
  — 
  35
  Nalinivati’s kiss 
  40 gp 
  — 
  30
  Spirit-vision ink 
  25 gp 
  — 
  30
  AlchemicAl WeAponS
  Item 
  Price 
  Weight 
  Craft DC
  Bolt (acid) 
  40 gp 
  — 
  25
  Bolt (alchemical fire) 
  50 gp 
  — 
  25
  Bolt (liquid ice) 
  40 gp 
  — 
  25
  Bolt (poison) 
  25 gp 
  — 
  20
  Darkflare 
  1 gp 
  — 
  25
  Kitumu’s ire 
  75 gp 
  — 
  30
  Tress tincture 
  50 gp 
  — 
  25
  clothing
  Item 
  Price 
  Weight
  Burglar’s outfit 
  5 gp 
  5 lbs.*
  Chausses 
  1 gp 
  3 lbs.*
  Corset 
  1 sp–200 gp 
  3 lbs.*
  Courtesan’s outfit 
  8 gp 
  4 lbs.*
  Dancer’s garb 
  100 gp 
  5 lbs.*
  Dancer’s garb, silver 
  200 gp 
  5 lbs.*
  Executioner’s outfit 
  5 gp 
  8 lbs.*
  Gambeson 
  1 gp 
  4 lbs.*
  Headscarf 
  1 sp–10 gp 
  —
  Shinobi shozoku 
  50 gp 
  2 lbs.*
  Silk kimono 
  200 gp 
  5 lbs.*
  Sparring gear 
  35 sp 
  15 lbs.*
  Squire’s outfit 
  5 gp 
  8 lbs.*
  Stiletto boots 
  10 gp 
  1 lb.*
  mAgic itemS
  Item 
  Price 
  Weight
  Gloves of improvised might +1 
  4,000 gp 
  1 lb.
  Gloves of improvised might +2 
  16,000 gp 
  1 lb.
  Gloves of improvised might +3 
  36,000 gp 
  1 lb.
  Gloves of improvised might +4 
  64,000 gp 
  1 lb.
  Gloves of improvised might +5 
  100,000 gp 
  1 lb.
  Quickmetal bracers (adamantine) 
  5,000 gp 
  1 lb.
  Quickmetal bracers (cold iron) 
  2,000 gp 
  1 lb.
  Quickmetal bracers (silver) 
  1,000 gp 
  1 lb.
  Ring of balanced grip 
  1,600 gp 
  —
  Scrap collector’s strap 
  500 gp 
  —
  toolS
  Item 
  Price 
  Weight
  Bear trap (offset) 
  3 gp 
  10 lbs.
  Bear trap (sawtooth) 
  1,800 gp 
  20 lbs.
  Boline 
  10 gp 
  2 lbs.
  Dissipating fan 
  150 gp 
  6 lbs.
  Linguist’s codex (standard) 
  50 gp 
  3 lbs.
  Linguist’s codex (expanded) 
  200 gp 
  5 lbs.
  Portable terrarium 
  100 gp 
  4 lbs.
  Shears (small) 
  5 sp 
  1/2 lb.
  Shears (lopping) 
  3 gp 
  8 lbs.
  Shears (adamantine) 
  3,003 gp 
  8 lbs.
  poiSonS
  Poison 
  Type 
  Fort DC 
  Onset 
  Frequency 
  Effect 
  Cure 
   Price 
  Grinding joint paste 
  Ingested 
  16 
  10 min. 
  1/min. for 6 min. 
  1d4 Dex and pain (see text) 
  1 save 
  2,100 gp
  Halo mushroom toxin 
  Ingested 
  18 
  10 min. 
  1/min. for 6 min. 
  Distraction (see text)/1d4 Wis 
  2 saves 
  500 gp
  Leng’s tears 
  Contact 
  18 
  1 rd. 
  1/10 min. for 1 hour 
  1d2 Wis and paralyzed 10 min 
  1 save 
  1,500 gp
  Night’s-eye dust 
  Inhaled 
  14 
  — 
  1/rd. for 6 rds. 
  Shaken/blinded 
  2 saves 
  900 gp
  Rainbow scarab shell 
  Injury 
  14 
  1 rd. 
  1/rd. for 4 rds. 
  1d4 Str and suffocation  
  1 save 
  150 gp
  Skinsap extract 
  Injury 
  16 
  — 
  1/rd. for 6 rds. 
  Staggered and confused 
  1 save 
  1,400 gp
    
   
   
    
  (see text)/1d2 Dex
  Sweetdream 
  Inhaled 
  19 
  1 rd. 
  1/min. for 2 min. 
  Sleep and forget (see text) 
  1 save 
  900 gp
  * These items weigh one-quarter this amount when made for Small characters.
  The following lists compile the information for new gear in this book other than armor and weapons.
  MISCELLANEOUS EQUIPMENT
  
  Following in the tradition of the most popular Pathfinder Player Companion of all time, 
  Adventurer's Armory 2 is a comprehensive guide to equipment of all sorts. Containing a 
  wide array of new adventuring gear, alchemical items, armor, clothing options, magic 
  items,poisons, tools, traps, and weapons to outfit any character, this guide is a welcome 
  addition to any armory. Whether you're looking to gain the edge in combat or fit in to 
  a social situation, Pathfinder Player Companion: Adventurer's Armory 2 has you covered!
  Inside this book you'll find:
  ► New feats, spells, and skill tricks to allow any adventurer to get the most out of 
  the equipment they already own.
  ► Armor and weapon modifications, allowing smiths or skilled adventurers to 
  customize equipment on the fly to meet specific needs.
  ► New construct familiars known as poppets —stuffed or wicker dolls crafted to 
  carry out simple tasks at their masters' bidding.
  This Pathfinder Player Companion is intended for use with the Pathfinder 
  Roleplaying Game and the Pathfinder campaign setting, but can easily be 
  incorporated into any fantasy world.
  Armed for Adventure
  Printed in China. PZO9481
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Adventurers Armory 2.pdf