1. Equipment Variants
Technology Items
None of the items, magic or mundane, in the Pathfinder Technology Guide exist on Toril, as Numeria doesn’t exist, and are therefore banned content. Anyone who had an item prior to this ban is grandfathered provided there’s a backstory for it.
Automatic Bonus Progression
Our campaign uses the Automatic Bonus Progression rules, but with our own progression and revisions here.
Missile Weapons and Ammunition
Your attunement bonus to attack and damage is conferred to the projectile of the attuned missile weapon you fire it from, and the attunement bonus counts toward determining whether or not the projectile bypasses damage reduction. Ranged weapon special properties that are applicable to a standalone missile weapon are conferred to their ammunition, no pedantics allowed: a Seeking bow confers seeking to the arrows; a Bane bow confers the bane ability to the arrows. If it’s an ammunition-specific property (such as slaying arrows), then it won’t be available as a standalone weapon property.
Tracking mundane ammunition no more fun than keeping track of your water or rations or how many times you get to go to the bathroom, so you are always assumed to have acquired sufficient mundane ammunition for an adventure as part of getting your other supplies. We’re not going to mandate keeping track of ammo any more than your water or rations. Dramatic situations with protracted battles or long periods sequestered from merchants with no means for foraging or crafting may lead to rare dramatic encounters without such provisions.
That said, if you want the security of infinite ammunition for your missile weapon, the Endless Ammunition weapon quality is no longer a +2 cost modifier on a weapon; it is a flat 8,000gp, which is the formula cost of an Abundant Ammunition spell being made a persistent enchantment upon a magic item that takes no gear slot. Alternately, for the same 8,000gp, you can have the enchantment put on an Efficient Quiver, thus have it apply for more than one weapon.
Any remarkable, magical or special ammunition — special materials, enchanted missiles etc — still have to be kept track of.
Or if you want something even more flexible for the purposes of material bypass purposes — and can afford it, there’s this from Forgotten Realms (item creation recipe added by fiat):
Quiver/Quarrel/Ammo Bag of Plenty
Aura moderate conjuration; CL 5th; Slot —; Price 18,000 gp; Weight 2 lbs.
This ammunition case looks like a typical example of said container for the selected missile weapon it would hold projectiles for, and gives off a faint aura of conjuration. Its owner can draw, one at a time, per day:
– Infinite masterwork missiles
– Infinite alchemical silver missiles
– Infinite cold iron missiles
– 5 adamantine missilesIf the owner of the quiver drops, hands off, or otherwise lets go of a projectile in a “non-firing” manner it disappears; only the owner of the quiver can fire the projectiles it creates. The created projectiles all vanish at the end of hostilities (whether they hit the intended target or not).
Construction requirements: Craft Wondrous Item, Abundant Ammunition, Versatile Weapon – Cost: 8,000gp
You may at your option produce blunted projectiles with any of these abundant ammunition options.
Special Materials
Mithral Armor: Rolling back to 3e, Mithral makes armor one armor category lighter (minimum Light armor) for all purposes, including armor proficiency. And armor made of mithral does not hamper abilities/feats that are hampered by wearing armor heavier than the mithral armor’s effective armor category.
Any of the special materials listed in the PFSRD can be used, including 3pp. We’ll come up with an in-setting way to fit them in.
Dragonhide: In addition to the innate energy immunity conferred onto items crafted of dragonhide, armor crafted of this material by the hands of an extrmely skilled craftsman can be further enhanced to convey a limited amount of that energy form’s immunity to the wearer. In order to bring out this property in the armor, the crafting cost, its commensurate DC, and the final market value of the masterwork item created are doubled:
- Dragonhide Shields provide their wearer a bonus to Reflex saves against directed or area effects of their relevant element equal to their shield bonus to Armor Class before magical enhancement is applied – thus a Heavy Shield worn by a character with the Shield Focus feat might provide a +3 bonus to saves against the relevant element.
- Light Armor provides elemental resistance 3.
- Medium Dragonhide armor provides elemental resistance 5.
- Heavy Dragonhide armor provides Elemental Resistance 10.
- These effects are extraordinary rather than supernatural, and stack with magical or supernatural resistances upon the wearer, but they do not stack with racial resistances; only the best modifier applies in this case.
If the item so worked is subsqeuenty enchanted with the matching energy resistance property, these enchantment cost is reduced by half rather than 25%.
Dragonhide armor grants a +2 circumstance bonus to Intimidate checks against dragons. Any dragon encountered by the wearer of dragonhide armor from the hide of a dragon of the same alignment as the encountered dragon will have an initial reaction of unfriendly or worse; if the dragon is of the exact same type as the dragonhide, its initial reaction is hostile.
Glassteel: Made by the avariel in an alchemical process requiring extensive knowledge of both metallurgy and glassblowing, glassteel combines strength beyond iron with the transparency of glass. Glassteel is stronger and lighter than iron and completely transparent, lacking the greenish tint of common glass, and it is remarkably light and agile, which allows the avariel to arm themselves while not hampering their flight.
Items made of glassteel weigh only half what they otherwise would. Items not primarily made of metal are not meaningfully affected by being partially made of glassteel. (A breastplate can be made of glassteel, but hide armor cannot.)
Glassteel armor counts as one armor category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Arcane spell failure chances for armors and shields made of glassteel are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
Glassteel has hardness 20 and 40 hit points per inch of thickness. Weapons and armor fashioned from glassteel are treated as masterwork items with regard to creation times, but the masterwork quality does not affect the enhancement bonus of weapons nor the armor check penalty of armor.
Item Cost Modifier: light armor +2,000 gp, medium armor +6,000 gp, heavy armor +12,000 gp, shield +2,000 gp, weapon +500 gp, other items +100 gp/lb.
Masterwork Qualities
Adapted from 3.5e Dragon #358 article, these are qualities that can be applied to armor that is mastercrafted. Applying these qualities to your gear incurs a cost for making the item a masterwork item, along with the additional cost of the quality. For those crafting said equpment, any increase in the crafting DC is noted in the description:
Acid Washed: Swords made from two or more metals are acid washed in order to bring out the contrast in appearance between the two metals. Although typically performed on bladed weapons, some experimental craftsmen have attempted to mimic the process with other metal weapons and armor. Acid washing creates elaborate and beautiful patterns on the surface of the weapon. Items created with the acid washed quality gain a +4 bonus on saving throws made against acid, rust, or disintegration.
Restriction: May only be applied to metal weapons and armor.
Price: Additional Cost: +100 gp (light and weapons), +200 gp (medium and heavy); +5 to Craft DC of masterwork component.
Basket Hilt: A basket hilt is an elaborate guard piece that serves to protect the hand holding the sword against attacks. Basket hilts come in many forms, from a nearly solid curved shield of metal to an elaborate woven pattern. Regardless of its appearance, a basket hilt grants a +4 CMD bonus to resist disarm attempts.
Restriction: May only be applied to swords.
Price: Additional Cost: +50 gp; +3 to Craft DC of masterwork component.
Blood Groove: The fuller, also known as the blood groove, is a furrow that travels down the length of the blade from the hilt to just before the tip, designed to reduce the weight of the blade and increase its strength. This allows the craftsman to create a lighter blade without diminishing the strength of the weapon, a process difficult to perfect but, when successful, produces a weapon both strong and light. The fuller reduces weight of the weapon by 20%, or 1/2 pound, whichever is greater, and increase the Hardness by +2.
Restriction: May only be applied to swords.
Price: Additional Cost: +100 gp; +5 to Craft DC of masterwork component.
Caster Armor: Most common in magic-rich societies, some armorsmiths specialize in creating suits of armor specifically designed to the needs of spellcasters. Craftsmen occasionally create more flexible armor that allows for the complicated movements of somatic components. A suit of armor with this item quality reduces the chance of arcane spell failure by 5%, making it easier for a caster to wear without interrupting spellcasting.
Restriction: May only be applied to armor with an arcane spell failure chance.
Price: +400 gp (light), +800 gp (medium), +1,000 gp (heavy); +7 to Craft DC of masterwork component.
Deceptive: Although the technique is frowned upon by many, especially law-abiding citizens and city guards, some craftsmen perfect the technique of making a weapon look like another item entirely. For instance, a bow might be made to slide into a wooden container that resembles a walking stick, or a sword and its sheath might appear as a cane. A deceptive weapon grants its bearer a +4 circumstance bonus on Sleight of Hand checks made to hide or otherwise disguise the weapon.
Restriction: May only be applied to weapons.
Price: Additional Cost: +300 gp; +5 to Craft DC of masterwork component.
Enhanced Bracing: Weaponsmiths in areas with large, open terrain frequently learn to create spears and polearms specifically designed to withstand a charge from mounted cavalry or raging opponents. These weapons use special bases designed to dig into the ground, in order to prevent the weapon from becoming dislodged when striking a charging foe. A weapon with this item quality provides a +2 circumstance bonus on damage rolls when set against a charge.
Restriction: May only be applied to spears and polearms that can be braced against a charge.
Price: Additional Cost +100 gp; +3 to Craft DC of masterwork component.
Folded Metal: A technique perfected by blacksmiths to increase the strength of their creations, the folded metal technique makes for highly durable weapons. This process involves folding two or more heated alloys onto each other numerous times during forging. A weapon crafted with this item quality gains a +4 bonus to its hardness.
Restriction: May only be applied to metal weapons.
Price: Additional Cost +200 gp; +5 to Craft DC of masterwork component.
Lightweight: One of the most valuable techniques an armorsmith can learn is how to reduce the overall weight of the armor without sacrificing any of the protection it provides. Lightweight armors are extremely valuable and are sought after by adventurers and soldiers. The overall weight of a suit of armor with this item quality is reduced by 20%, or 1 pound, whichever is greater.
Restriction: May only be applied to armor.
Price: +200 gp (light and medium), +500 gp (heavy); +7 to Craft DC of masterwork component.
Long Range: After long trials and many errors, bowyers and crossbow makers learned the secrets to making long-ranged weapons. Although not a difficult process once the trick is known, discovering how to increase the range on a weapon can often be an arduous task. A weapon with the long-range item quality increases its range increment by +20 feet.
Restriction: May only be applied to bows and crossbows.
Price: Additional Cost +100 gp; +3 to Craft DC of masterwork component.
Ornate: Although most soldiers in the field care little for the decorative aspect of a weapon or suit of armor, many craftsmen come to pride themselves on the ability to make an item both utilitarian and beautiful. An ornate weapon or suit of armor brings with it a certain amount of prestige, especially since quality decoration is often a sign of great honor or station. Ornate weapons and armor grant the owner a +2 circumstance bonus on Diplomacy or Intimidate checks (chosen when the weapon or armor is crafted) when wielded or worn in an appropriate setting.
Restriction: May be applied to any weapon or suit of armor.
Price: +400 gp (light), +600 gp (medium and heavy), +500 (weapon); +5 to Craft DC of masterwork component.
Resilient: Adventurers, more than people in any other profession, see the value in durable weapons and armor. Those craftsmen who learn to create items that can stand up to damage as well as normal wear and tear find their skills in high demand, as constant usage can dull and break valuable items. For this reason, many craftsmen take the extra time to create weapons and armor that can stand up to even the most extreme conditions and gain a reputation for producing excellent wares. Weapons and armors with this item quality have 5 more hit points (regardless of the original material they were made from) than standard items of the same type.
Restriction: May be applied to all weapons and armor.
Price: +200 gp; +5 to Craft DC of masterwork component.
Reinforced: One of the most challenging qualities to apply to a suit of armor, reinforcement is also one of the most highly sought after. Few craftsmen can ever perfect the technique. Reinforcing a suit of armor effectively changes the armor’s value, often making what some would consider lesser armor into something significantly more useful. By lining the armor with toughened leather, small metal plates, or other hardened material, the armorsmith provides a little extra defense without compromising flexibility. Armor with this item quality increases its armor bonus by +1, but it weighs 10% more (minimum 2 pounds).
Restriction: May only be applied to armor.
Price: +800 (light), +1,000 gp (medium), +1,200 gp (heavy); +10 to Craft DC of masterwork component.
Segmented: One of the tricks armor crafters use to make their armor more attractive to prospective buyers is to increase the flexibility. Heavy armor does many warriors little good when they rely at least as much on their agility as their raw physical might. Thus, many craftsmen learn to segment armor in order to create more points of articulation. A suit of armor with this item quality increases its maximum Dexterity bonus by +1.
Restriction: May only be applied to medium or heavy armor. Cannot be applied to armor types that are already segmented.
Price: +300 gp (medium), +500 gp (heavy); +7 to Craft DC of masterwork component.
Serrated: Dealing particularly nasty wounds, a serrated weapon possesses small notches along its edge that tear the flesh, much like a saw. Often used both on swords as well as the tips of arrows, the serrated quality can cause excessive bleeding beyond the initial damage. Weapons with this item quality deal 1 point of bleed damage each round for 1d4 rounds following a successful critical hit. This damage does not apply to creatures immune to critical hits or bleed damage.
Restriction: May only be applied to piercing or slashing weapons.
Price: Additional Cost: +600 gp; +5 to Craft DC of masterwork component.
Vital Coverage: One of the greatest flaws facing armor are large numbers of vulnerable points. Although no suit of armor can completely protect a wearer, some craftsmen make sure to reinforce the armor near vital organs, provide flaps and panels that block attacks against exposed flesh, and generally seal up any vulnerabilities that could lead to a devastating attack. Any suit of armor with this item quality grants an additional +2 armor bonus against attacks made to confirm critical hits.
Restriction: May only be applied to armor.
Price: +200 gp (light), +400 gp (medium), +1,000 gp (heavy); +7 to Craft DC of masterwork component.
Wand Chamber: A wand chamber is a thin, cylindrical slot on the handle of a weapon or the edge of a shield that can hold a single wand. When a wand is loaded in the chamber, it is considered ready and can be activated without having to drop the weapon or shield. Changing the wand in the chamber is a full-round action. Activating the wand is still a standard action, and when activating the wand, you lose the benefit of the weapon or shield until your next turn.
Restriction: May be applied weapons and shields. May not be applied to light or thrown weapons.
Price: +200 gp; +3 to Craft DC of masterwork component.