Equipment
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Weapons

New Weapons

Martial weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Note
Two-handed Melee Weapons
Greathammer 40 gp 1d10 1d12 X3 - 20 lbs Bludgeoning Sunder
Exotic weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Note
     One-handed Melee Weapons
Shaeloth 50 gp 1d6 1d8 18-20/x2 - 7 lb. Slashing disarm, trip
Battlehammer, Dwarven 50 gp 1d8 1d10 X3 - 10 lbs Bludgeoning
     Ranged Weapons
Staff Sling 2 sp 1d4 1d6 x2 30 ft* 4 lb. Bludgeoning
Bullets (5) 1 sp - - - - 10 lb.
Stink Pot 20 gp Special Special - - 2 lb. Special
Exotic weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Note
Ranged Weapons
One-handed Ranged Weapon
Pistol 200 gp 1d6 1d8 X4 20 ft 4 lbs Bludgeoning & Piercing Misfire 1(5 ft)
Stick, Drughu throwing 5 sp 1d4 1d6 x2 50 2 lb. Bludgeoning
Two-handed Ranged Weapons
Musket 300 gp 1d10 1d12 X4 40 ft 9 lbs Bludgeoning & Piercing Misfire 1-2(5 ft)
Rittenratch Gyrocannon 300 gp 1d6 + Discus 1d8 + Discus X2 30 ft 20 lbs Bludgeoning Explosive Ammo

*see weapon rules

Explosive Weapon Cost Damage Blast Radius Range increment Weight Damage Type Reflex Save DC
Bomb 250 gp 4d6 5 ft 10 ft 1 lb. Piercing/Bludgeoning 15
Smoke Bomb 70 gp Smoke 20 ft. 10 ft 1 lb. N/A N/A
Gyrocannon Simple Discus 50 gp - 10 ft as per gyrocannon 2 lbs Piercing N/A
Gyrocannon Light Explosive Discus 50 gp 2d6 10 ft as per gyrocannon 3 lbs Piercing 14
Gyrocannon Medium Explosive Discus 150 gp 4d6 15 ft as per gyrocannon 5 lbs Piercing 16
Gyrocannon Heavy Explosive Discus 250 gp 6d6 20 ft as per gyrocannon 7 lbs Piercing 18

Revised Weapons

Martial weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Note
One-handed Melee Weapons
Pike/Longspear 5 gp 1d6 1d8 X3 9 lb. Piercing Reach, Brace
Spear 2 gp 1d6 1d8 x2 20 6 lb. Piercing Brace

Staff Sling: Also called the fustibalus, the staff-sling consists of a wooden rod three to four feet in length, with a sling attached to one end. The rod is used to increase the range that a heavy object can be thrown by enabling the slinger to twirl the sling harder. A staff-sling takes no penalty within the second range increment (30 - 60 ft.) but instead takes a -2 penalty at close range (less than 30 ft). Missing is handled as per the thrown splash weapon rules.

Stinkpot: Stinkpots may be employed as a thrown weapon or through the use of the sling. upon breaking, release a gut-wrenching odour within a 20-foot cube. Those within the area must make a Fortitude save at DC 12 or be sickened for 1d4 rounds.

Shaeloth: This weapon bears a resemblance to a smaller elven curve blade. Its elegant blade carries less power than that of a its surface cousin but heavy enough that it can only be wielded in one hand by a specifically trained swordsman. Though almost unheard of on the surface this blade is employed by many skilled drow swordsmen. The weapon may be used to perform trip and disarm attacks. Anyone may employ a shaeloth as a two handed martial weapon but the exotic weapon proficiency is required to use it in a single hand.

Stick, Drughu throwing: This specially carved throwing stick when thrown by a skilled hand can be thrown in such a way to return to the thrower just before their next turn (and is therefore ready to use again in that turn). Catching the throwing stick when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the throwing stick drops to the ground in the square from which it was thrown. A character can use a drughu throwing stick with a range increment of 40 feet without using the returning ability as a simple weapon.

Rittenratch Gyrocannon & Discus
This missile weapon akin to a heavy crossbow. The weapon inflicts 1d8 points of bludgeoning damage on a successful hit against the primary target. The chief use of gyrocannons is to dispatch large batches of enemies at once. Compounds within explosive discus cause it to spin at remarkably high speed as fired. Upon impact the force of discus's rotation causes it to break into shrapnel which deals additional damage based on the power of the discus to all creatures within a 10 to 20 radius burst. The origin of this burst must be the closest intersection of the target's space to the firer, if two spaces are equidistant the firer may chose. The original creature hit by the projectile is not permitted a save against the shrapnel. Discuses may be crafted through the use of the craft (alchemy) skill.

Battlehammer, Dwarven
Similar in principal to a dwarven waraxe, A dwarven battlehammer has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven battlehammer two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven battlehammer as a martial weapon even when using it in one hand.

Greathammer
These enormous weapons are favored by Dwarven Elite Guard. Anyone wielding the weapon receives a +2 bonus to damage when attacking objects including sunder attacks. The wielder of a greathammer however suffers a -2 penalty on attacks of opportunity due to the weapons lack of finesse.

Firearms

Matchlock firearms, namely pistols and muskets, are a relatively new gnomish invention of the Deepinghome. Despite the dangers of dealing with volatile explosives, the possibilities of such devices fascinate tinkers and engineers. Firearms are treated like other ranged projectile weapons, although they cannot be constructed to benefit from a wielder’s exceptional Strength bonus. Firearms are exotic weapons. Exotic Weapon Proficiency (firearms) grants a character proficiency with all firearms; otherwise, she takes a –4 non-proficiency penalty on attack rolls.

Basic Firearm Rules
The following is an exert from the firearm rules that appear in both The Inner Sea World Guide and Ultimate Combat and includes a slight revision to the Rapid Reload feat that takes into account the firearm rules. While the gunslinger utilizes these rules, the following are only included in the playtest so that you can play the gunslinger.
Firearms use the following rules.
Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feats allows you to use all of the firearms presented here without penalty. A non-proficient character takes the standard –4 penalty on attack rolls with firearms and increases all misfire values by 4. Even though Exotic Weapon Proficiency (firearms) grants you proficiency with all firearms, when you take feats that modify a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one type of firearm (such as musket or pistol) for those feats to affect.
Capacity: This lists the number of shots the weapon can hold. You may fire a firearm as many times in a round as you have attacks, up to this limit. The capacity often indicates the number of barrels a firearm has.
Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.
Loading a Firearm: It’s a standard action to load a one-handed firearm and a full-round action to load a two-handed firearm. Loading a cannon requires three full-round actions. Loading a firearm provokes attacks of opportunity. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but not cannons. Loading a one-handed or two-handed firearm typically requires one bullet and 1 dose of black powder.
Siege firearms typically require a ball and multiple doses of black powder. Firearm ammunition cannot be treated with poison.
Misfires: If the natural result of your attack roll falls within a firearm’s misfire value, your firearm misfires, even if you normally would have hit the target. When a firearm misfires, you miss the target and the firearm gains the broken condition. A broken firearm’s misfire value increases by 4. If a firearm with the broken condition misfires again, it explodes. When a firearm explodes, the weapon is destroyed. Pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Anyone within this burst
(including the firearm’s wielder) takes damage as if he had been shot by the weapon—a DC 12 Reflex save halves this damage.
Fire While Prone: Firearms, like crossbows, can be fired while the shooting creature is prone.
Firearm and Ammunition Descriptions
Firearms come in one of two varieties for the purposes of this playtest. Each weapon uses a slightly different type of ammunition and loading either weapon requires a dose of black powder.
Black Powder: Black powder is the key explosive component within a firearm, but in larger amounts it can be even more destructive. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms. Cost: 10 gp per dose.
Firearm Bullet: A firearm bullet typically takes the form of a small ball of lead or some other metal. A bullet that misses is destroyed. Cost: 1 gp per bullet.
Musket: This large firearm fires large-caliber bullets that have a much greater range than those fired from a pistol. A musket uses a bullet and a single dose of black powder as ammunition.
Pistol: The single-shot pistol is the most common firearm found in the Inner Sea region, although it’s still rare enough to be an object of envy or curiosity to most. A pistol uses a bullet and a singe dose of black powder as ammunition.

Weapon revisions

Spear:
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character. Any character without proficiency in the spear as a martial weapons may wield it two handed as a simple weapon.

Pike:
A pike has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a pike against a charge, you deal double damage on a successful hit against a charging character. Characters may not make a full-attack action while wielding a pike one-handed. You may, ready for a charge one-handed as a standard action or make a full attack two-handed. Any character without proficiency in the pike as a martial weapons may wield it two handed as a simple weapon. It is favored by infantrymen.

Explosive weapons: Similar in concept to firearms, these weapons employ smokepowder and must be lit before being thrown (a move action). Scoring a hit with one of these weapons requires a successful ranged touch attack aimed at a square. A direct hit with an explosive weapon means that the weapon has hit the creature it was aimed at, and everyone within the blasé ration, including that creature, takes the indicated damage.

If the explosive misses, it still lands somewhere. Roll 1d8 to determine the misdirection of the throw, with 1 indicating straight back towards the thrower and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw.

Bomb: The explosive deals 4d6 damage from shrapnel, anyone within the radius may make a reflex save DC 15 to halve this damage.
Smoke Bomb: This weapon creates a circular cloud of smoke similar to a fog cloud spell on initiative count 0 of the round it was thrown. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures further away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Other Weapon Revisions and Special Rules

Sizing Weapon and Shield Equivalencies

A ogre's longsword is often a greatsword pillaged from humans, and a halfling's heavy pick could readily be used by a human as a light pick. In any case where a weapon or shield is physically similar to a item of another size it may be treated as that device of that size with no penalty to attack rolls for inappropriately sized weapons. The table below gives some salient examples from the perspective of medium sized equipment, but is not intended as an exhaustive list.

Weapon Size Table

Tiny Small Medium Large Huge
Longsword Shortsword Dagger
Greatsword Longsword Shortsword Dagger
Greatsword Longsword Shortsword Dagger
Greatsword Longsword Shortsword
Greatclub Club
Greatclub Club
Spear Short Spear Dart
Spear Short Spear Dart
Spear Short Spear Dart
Greataxe Battle Axe Handaxe
Greataxe Battle Axe Handaxe
Greataxe Battle Axe Handaxe
Heavy Mace Light Mace
Heavy Mace Light Mace
Heavy Pick Light Pick
Heavy Pick Light Pick
Heavy Flail Light Flail
Heavy Flail Light Flail

Shield Size Table

Tiny Small Medium Large Huge
Heavy Shield Light Shield Buckler
Tower Shield Heavy Shield Light Shield Buckler
Tower Shield Heavy Shield Light Shield Buckler
Tower Shield Heavy Shield Light Shield

In the case of shields the straps designed to hold the shield to the arm must be changed to suit it's changed use on a larger or smaller character. This requires 5 minutes of modifications and a successful Craft (armor) check DC 10.

Armor Alteration.

Certain forms of armor may be upgraded to a heavier grade of armor.

New Armor Original Armor Cost Added Weight (for special material consideration) Craft DC
Full plate Breast Plate 1300 gp 20 lbs 19
Half Plate Breast Plate 450 20 lbs 18
Full Plate Half Plate 950 gp 20 lbs 19
Studded Leather Leather 20 gp 5 lbs 13
Chain Mail Chain Mail 50 gp 15 lbs 16

Any piece of armor listed above may also be downgraded, the cost is 1/10th of the finished armor cost. and the Craft DC is 10+ the revised AC.

Enchanted armor may be modified in this way at an additional cost of 1000 gp by any crafter with the craft arms and armor feat.

Special Substances

Acid pools and Acid Flasks.
Acid which is commonly found in pools is a weaker form of acid than that employed as a thrown weapon. Flasks of acid harvested from such pools deals at best 1d3 damage, and may lose potency quickly when removed from the geological or magical phenomonon which created the acid in the first place. Such acid is not a salable commodity.

Poison
Poisons are illegal in most civilized regions, meaning that they should not be employed by proportedly lawful characters. Furthermore, the use of any poison that causes addiction, constitution damage or death is an evil act.

Poison recovered from dead creatures typically expires very quickly. In order to preserve poison and distill it for use a character the character should make a Craft (alchemy) check. The DC to make a poison is equal to its Fortitude save DC. The cost of creating poison from a creature's corpse drops from one third to one sixth of the full price of the poison. A typical corpse yields materials sufficient for 1d4 doses of poison +2 for each size category above medium. Some poisons at the discresion of the DM cannot be effectively captured or preserved due to alchemical properties of the creature.
Note:Rolling a natural 1 on a Craft skill check while making a poison exposes the crafter to the poison. Crafters with the poison use class feature do not risk poisoning themselves when using Craft to make poison.

Materials and coinage

Special materials have a standardized gp value per pound. For the purposes of simplicity, assume that the entire weight of any predominantly metal item consists of the special material.

The weight of coinage and bars of materials has similarly been modified to reflect a more historical value per weight.

Coin Sample1 Metal Weight
(lbs)
Exchange Value
Copper (cp) cp(byLePetitPoulailler)scaled.png Copper 1/50 1cp 1/10sp 1/100gp
Silver (sp) sp(bySmabs_Sputzer)scaled.png Silver 1/150 10cp 1sp 1/10gp
Gold (gp) gp(bygoodnight_london)scaled.png Gold 1/150 100cp 10sp 1gp

Mithral
Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one 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. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.) Mithral costs 400 gp per pound (worth nearly three times its weight in gold), or 200 gp per pound of a mithril item’s steel equivalent. Thus a breastplate made of mithril weighs 15 lbs and requires 6000 gp worth of mithral.
Mithral has 30 hit points per inch of thickness and hardness 15.

Mithral Armors

Mithral Armor Type Cost Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Weight1
Mithral Chain shirt Light 5100 gp 4 6 0 10% 12.5
Mithral Scale mail Light 6050 gp 5 5 -2 15% 15
Mithral Chainmail Light 8150 gp 6 4 -3 20% 20
Mithral Breastplate Light 6200 gp 6 5 -2 15% 15
Mithral Splint mail Medium 9200 gp 7 2 -5 30% 22.5
Mithral Banded mail Medium 7250 gp 7 3 -4 25% 17.5
Mithral Half-plate Medium 10600 gp 8 2 -5 30% 25
Mithral Full plate Medium 11500 gp 9 3 -4 25% 25
Mithral Buckler Shield 1015 gp 1 2 0 -5% 2.5
Mithral Shield, light steel Shield 1209 gp 1 2 0 -5% 3
Mithral Shield, heavy steel Shield 3020 gp 2 2 0 5% 7.5
Mithral Shield, tower Shield 9030 gp 4 4 -8 40% 22.5

Adamantine
This ultra-hard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/- if it’s light armor, 2/- if it’s medium armor, and 3/- if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are almost always of masterwork quality; the masterwork cost (or benefits) are not yet included in the armor chart given below. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

Adamantine costs 300 gp per pound (worth twice its weight in gold).

Adamantine Armors

Adamantine Armor Type Cost Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Weight Note
Adamantine Chain shirt Light 7600 gp 4 4 -2 20% 25 lb. DR 1/-
Adamantine Scale mail Medium 9050 gp 5 3 -4 25% 30 lb. DR 2/-
Adamantine Chainmail Medium 12150 gp 6 2 -5 30% 40 lb. DR 2/-
Adamantine Breastplate Medium 9200 gp 6 3 -4 25% 30 lb. DR 2/-
Adamantine Splint mail Heavy 13700 gp 7 0 -7 40% 45 lb. DR 3/-
Adamantine Banded mail Heavy 10750 gp 7 1 -6 35% 35 lb. DR 3/-
Adamantine Half-plate Heavy 15600 gp 8 0 -7 40% 50 lb. DR 3/-
Adamantine Full plate Heavy 16500 gp 9 1 -6 35% 50 lb. DR 3/-
Adamantine Buckler Shield 1515 gp 1 -1 5% 5 lb.
Adamantine Shield, light steel Shield 1809 gp 1 -1 5% 6 lb.
Adamantine Shield, heavy steel Shield 4520 gp 2 -2 15% 15 lb.
Adamantine Shield, tower Shield 13530 gp 43 2 -10 50% 45 lb.

Items made of mithral and adamantine are not always mastercraft items, but most are. The cost of mastercrafting is added to the base item cost and the cost of materials. All items must be of mastercraft quality to be enchanted. The reduction to armor check penalty associated with mithral does stack with the reduction for mastercrafting.

Rules for special materials otherwise obey those in the DMG.

No special materials from secondary sourcebooks will be used without the express consent of the DM.

Orichalcum
This alchemical crafted metal is an alloy of gold and copper and extremely rare reagents known to very few.
The resultant red-gold is a substance much prized by those who fight spellcasters and other magical creatures for its innate resistance to magic. Weapons fashioned from Orichalcum have a natural ability to bypass 5 points of damage reduction of any of the following kinds: Magic,Silver, Cold Iron, Good, Evil, Law, Chaos and any combination thereof. This effect does not penetrate DR for slashing, piercing, adamantine, epic, object hardness or DR/-.
Armor made from Orichalcum grants its wearer spell resistance equal to 10 + the base armor bonus of the suit. If the armor is subsequently enhanced with the spell resistance special quality the armor grants instead spell resistance equal to the base armor bonus + the granted spell resistance.

Orichalcum is slightly softer than similar items forged of steel but it's crystalline structure holds an edge much better than a silver weapon. It has 30 hit points per inch of thickness and hardness 8.
Orichalcum ranges widely in price but is never sold for less than 1,000 gp per pound.

A thin sheet of Orichalcum bars divinations exactly the same way as lead.
Orichalcum was also widely used in ancient locks as a measure against magical entry via the knock spell and similar magics, A caster must make a DC 15 caster level check to affect an orichalcum lock, such treatment required at least half a pound of oricalcum worth 500 gp which is added to the cost of the lock. Orichalcum also blocks extraplanar travel, any area fully enclosed by a thin sheet of orichalcum renders travel through spells such as dimension door, ethereal jaunt, plane shift, gate impossible. Such enclosure requires 1 lb per 10 foot by 10 foot section to be covered.

Anyone with the craft (Alchemy) skill may spend one day to make a DC 30 check to create 1 lb of Orichalcum from 900 gp worth of gold, steel and other reagents. Failure indicates that 50% of the materials are wasted.

Floatwood
A shield or weapon crafted from floatwood and appropriately weighted will stand upright if dropped, while standing upright such an item may be retrieved as a swift action rather than a move action.
A shield made of floatwood reduces the AC check penalty by 1 point.

Metal Bars
Bars of metal typically weigh 1 pound each.

Adamantine Bars are worth 300 gp.
Orichalcum Bars are worth 1000 gp.
Platinum Bars are worth 500 gp.
Mithral Bars are worth 200 gp and weigh only 8 ounces (1/2 pound).
Gold Bars are worth 150 gp.
Silver Bars are worth 15 gp.
Electrum Bars are worth 75 sp.
Copper Bars are worth 5 sp
Iron Bars are worth 1 sp.

Businesses (Draft Rules)

Businesses are small enterprises owned, and potentially operated by characters, they involve equipment, occupy land, and employ numerous NPCs. Businesses must be at least 1000 gp in value.
Every month the character may an appropriate profession check, often Profession(Merchant) to manage the business the success of this check determines the yield on investment. On a failed check the character's initial investment is reduced 1d10 percent. The DM may apply modifiers to the business, some modifiers are listed below, specifically as businesses become larger they become more difficult to manage, though the rewards for doing so are much greater.
Income from a business reflects profits made from hirelings under the character's direction. While operating a business characters may make separate weekly craft or profession checks, to generate income or craft items so long as they are available for at least 40 hours per week. Similarly anyone with magic item creation feats may craft items at the same time as they operate their business.
If the business involves the creation of items for which the character has craft skill they may make a craft check to garner a synergy bonus (see skills)

Check Result Yield
DC 10 0%
DC 15 0.5%
DC 20 1%
DC 25* 1.5%
DC 30* 2%
DC 35* 2.5%
DC 40* 3%
* Requires Entrepreneur Feat
Condition Modifiers
Competition -2
Boom +4
Bust -4
Owned Property/Rent free +2
Character absent for more than 1 week of the month -5
Character absent for more than 2 week of the month -10
Character absent for more than 3 week of the month -15
Character absent for entire month -20
Large Business 10,000 gp+ -4
Huge Business 100,000 gp+ -8
Gargantuan Business 1,000,000 gp+ -12
Character makes craft check + Synergy bonus

A business can be closed temporarily if a character does not wish to operate it. Upon reopening the business the character must pay 1d10% of the business's value to rehire staff, remove equipment from storage etc. During any pause in operations business owners may still need to pay rent, typical 3% of the business value per year.
A business utilizing this mechanic can be sold at half value as per any other piece of equipment. Garnering a higher price for a sold business requires the profession (merchant) skill, as with other profession checks the proprietor may make these checks and operate the business without penalty.

Tools

When employing the craft skill and certain profession skills characters may require a location in order to properly carry out their craft beyond what is ordinarily possible while adventuring.

Marbles:
Marbles are commonly spherical orbs of clay or glass. They can be used to determing the slope of a hallway and can also be used to create a tripping hazard on a solid floor. One bag of marbles is sufficient to fill a five foot square. Any creature walking into this square (in whole or in part) must make a DC 15 Acrobatics (balance) check or be forced to stop their movement and be flatfooted until their next turn. Any character who rolls less than 10 is also knocked prone.
Characters aware of the marbles may move through the square at 1/4 movement without risking a balance check, also huge or larger creatures tend to crush murbles to dust and are typically unaffected.
Cost: 2 sp Weight: 2 lbs

Smithy:
This 20 foot by 20 foot structure houses a forge, an anvil, and a barrel of water in which hot metal can be cooled. These tructures are typically stone to protect the structure from the fires used in metalcraft. Any character employing craft (blacksmithing) Craft (armorsmithing) and Craft (weaponsmithing) or other skills at the DM’s option, must employ one of these venues. In many settlements characters can find smiths who are willing to lend, rent, or share their forges. Characters must still possess or borrow the appropriate artisan’s tools to use these skills.
Cost: 500 gp, Weight: N/A

Metalworking Tools:
These artisans tools have everything one needs to create metal items (save for a forge). They may be used as Artisan’s Tools when using any of the following skills: Craft (blacksmithing), Craft (armorsmithing), and Craft (weaponsmithing)
Cost: 10 gp Weight 10 lbs

Masterwork Metalworking Tools:
These masterwork artisans tools have everything one needs to create metal items (save for a forge). They may be used as Artisan’s Tools when using any of the following skills and grant a +2 bonus: Craft (blacksmithing), Craft (armorsmithing), and Craft (weaponsmithing)
Cost: 75 gp Weight 10 lbs

Special Substances

Poison

A creature hit more than once with a given kind of poison is more likely to be affected. For poisons of save DC 19 or lower each dose after the first the DC increased by 1 regardless of weather earlier saves were passed or failed. For stronger poisons (DC 20 or more) the DC increases by 2 per dose. Once the character has rested these save DCs reset.

Wine, Ale, and Spirits

From the mead of common taverns to finest wines of the king's table alchohol is a common sight. Despite it's commonplace nature alchohol is technically a mild poison and is treated in the manner of an affliction.

Alchohol
Level 1 poison, ingested; Save Fortitude DC 11

Effects
Frequency 1 minute (2); Effect 1 Dex damage & 1 Wis damage; Cure 1 save

Stronger Spirits, such as particular elven wine, count as two (or more) doses. (see rules for Poison above)

Wildfire Oil

Draft rule request for worldrunner campaign & never used, resubmitted here for DM consideration
Wildfire oil, or liquid fire as it is also called, is a deadly variant of alchemist's fire that is activated by water as well as air. You can throw a flask of wildfire oil as a splash weapon, as alchemist's fire. It is most commonly used at sea, and is often delivered by a large syringe known as a flamethrower, which can squirt a stream of the burning liquid a maximum of 60 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Wildfire oil burns persistently for 3 rounds after it has been ignited, and during that time extinguishing the flames requires a DC 20 reflex save, and the use of something dry (sand, a cloak) to smother the flames. Using a thick blanket provides the target a +4 bonus to the save. Dousing with water only serves to spread the flames, and everything within a 5 foot radius of the target must make a DC 10 reflex save or risk catching fire as well. Wildfire oil will even continue burning underwater during this time.

Equipment Template

Rugged
Rugged equipment is the product of exceptionally careful craftsmanship for purely utilitarian purposes. Those who make such equipment recognize the need for their creations to stand the test of time. Rugged equipment costs double the cost of ordinary equipment. It will last on average twice as long as an ordinary item of it's kind during regular use. Equipment of a consumable nature (such as most alchemical items) cannot be made rugged nor does such equipment contain additional charges, or uses. Rugged equipment receives a +2 circumstance bonus to saving throws (this bonus applies weather the item is held or unattended)

Treasure Value Guidelines

Assertions: Treasure is a element in the game's narrative but it is also an important factor in game balance. The unrestricted sale of items of undetermined value takes time from the narrative and may disrupt game balance.
Treasure is treasure because easy to liquidate. Jewelry is a portable kind of wealth meaning that it holds its value as well as coins. Items that are not treasure are difficult to sell, and must be liquidated at a cut throat rate.

Object categories:
Precious Metals, coins, jewels, and trade goods, (including art objects which are valued primarily for their material elements such as a diamond ring or gold necklace) are always bought and sold at full value. When the DM devises treasure they are considered full value elements.
Art objects are bought at full value and sold at half price. When the DM devises treasure they are considered half value elements. (thus where the CR of the encounter calls for a 4000 gp treasure a 8000 gp art object may be placed there)
Tools such as those listed in the equipment section of the Core rulebook are bought at full value and sold at half price. When the DM devises treasure they are considered full value elements.
Magical Items are bought at full value and sold at half price. When the DM devises treasure they are considered full value elements.
Non-treasure items. Items of other types, such as dungeon dressings, foods, wreckage, trap components, destroyed items, low value stones or metals (scraps of marble, lead), or illegal items may be resalable but only on a limited basis and usually at 1/4th to 1/10th of the market value, The DM may limit the quantity of items of this category may be sold at any given time, and the time spent at the table on such pursuits. When the DM devises treasure they are considered zero value elements.

In order to permit the DM to create colourful locales (rather than just series of empty 10 foot square rooms), players are asked to keep the resale of non-treasure items to a limited level. Characters should feel free to stockpile collected items if they have means to do so.

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