Equipment
The following items are available in addition to those in Pathfinder Core.
Core
House
General
Clockwork Chess Set
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.
Defensible Parasol
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.
- Size: Medium.
- Cost: 150gp.
- Weight: 3lbs.
Dwarven Armored Kilt
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.
Dwarven Breaching Engine
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).
- Size: Large
- Cost: 400gp
- Damage: 3d8
- Critical: 20/x3
- Range Increment: -
- Weight: 40lbs.
- Type: Bludgeoning
Dwarven Pullygun
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 K/Technology skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.
- Size: Small
- Cost: 225 gp
- Weight: 8 lbs
Gnomish Gyroparasol
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.
- Size: Medium
- Cost: 150 gp
- Weight: 2 lbs
Goblin Army Knife
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds but no skill check is required.
- Size: Small
- Cost: 50 gp
- Weight: 4 lbs
Goblin Catapult
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!
- Size: Medium
- Cost: 200gp
- Damage: as per missile
- Critical: -
- Range Increment: 125 ft.
- Weight: 20lbs.
- Type: as per missile
Spider Silk Rope
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.
- Size: -
- Cost: 25gp/50 ft
- Weight: 3 lbs
Lantern of Darkness
This item appears to be a normal hooded lantern and functions as such until the command word is spoken. When the command word is spoke, instead of emitting light the lantern acts as the centre of a Darkness spell as if cast by a 4th level wizard. The lantern can be used in this way only once a day, and doing so burns up all of the remaining oil in the lantern.
- Faint evocation; CL 4th; Craft Wondrous Item, Darkness; Price 1440g; Weight 2 lb
Splundar's Patented Portentious Pyrotechnics (signal rockets)
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.
- Size: Small
- Cost: 100gp
- Damage: 1d6 (1d4 to wielder if used as a weapon)
- Critical: -
- Range Increment: 100ft.
- Weight: 2lbs.
- Type: Fire
Thanatopticon
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.
- Size: Small
- Cost: 300gp
Armor
Spirit Armor (special material, armor only)
The Ygdrassil Union is rumored to have created the original ritual, and formed the first bonds. This sort of armor is made from pieces of spirit and elementals woven together to craft an armor. It's made by taking pieces of an elemental and binding them via a ritual. Such an armor does not violate a druid's code.
For a crafter to make spirit armor, he or she must convince an elemental to cooperate and donate some of its living energies as part of the crafting ritual. This latter circumstance is often part of a storyline or quest. Characters active within the Union will have the easiest time obtaining the armor.
Spirit armor, when crafted, adopts a similar look to the element it was crafted from, though it is never translucent or otherwise invisible. Armor crafted from an air elemental may be a whirling constrict of wind and storm, or appear to made of hardened rock and soil (earth). Such armor may be bonded with other, natural materials that otherwise align with a druid's code (such as the hide of a beast), though the spirit armor otherwise overwrites any properties or enhancements the material might have had previously. The Union does not employ hides from intelligent creatures for this purpose.
The SFX of spirit armor may be carried into wildshape, though none of the properties (unless the druid has the appropriate enchantments). This means you can do a quasi-flaming bear, yes, but for effects only. Please don't abuse this--we think it's badass, fun, and would hate to have to take it away.
Mechanics: The cost of spirit armor is two times the masterwork armor of that type. Armor must be crafted from a single type of elemental, as the ritual does not allow for mixing--only "pure" forms may bind strongly enough to form armor.
Spirit armor is immune to damage caused by its type of element, though it does not grant this bonus to its wearer. However, it may be enchanted to adapt the wearer to survive on a specific plane (of the type kin to the armor) at a 20% reduced cost. Representative of the bond required to produce such a piece of armor, the wearer of this sort of armor receives a +2 towards social rolls for interacting with the armor's element. In addition, as a reflection of its natural sources, the armor provides a +2 bonus to hide checks within a natural environment.
Spirit armor has 10 hit points per inch of thickness and hardness 8. Its width and appearance varies based on the type of elemental used. Finally, the AC of the armor made from such a type is 1 lower than its equivalent, though its max dex is 1 higher.
Elementals that may contribute to armor are currently: Air, Earth, Fire, and Water.
Weapons
Weapons Table
Simple Weapons | ||||||||
Unarmed | ||||||||
Light | ||||||||
One-handed | ||||||||
Two-Handed | ||||||||
Bayonet | ||||||||
Ranged | ||||||||
Martial Weapons | ||||||||
Unarmed | ||||||||
Light | ||||||||
Main Gauche | ||||||||
One-handed | ||||||||
Two-Handed | ||||||||
Dran Flail | ||||||||
Earthbreaker |
| |||||||
Ranged | ||||||||
Pistol | ||||||||
Rifle | ||||||||
Blunderbuss | ||||||||
Exotic Weapons | ||||||||
Unarmed | ||||||||
Light | ||||||||
Claws of Attack, Orcish | ||||||||
Circleknife | ||||||||
One-handed | ||||||||
Two-Handed | ||||||||
Ranged | ||||||||
Skipball, Halfling | ||||||||
Hunting Bolas, Egalrin | ||||||||
Explosive Weapons | ||||||||
Bomb | ||||||||
Smoke Bomb |
Weapon Descriptions
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.
Bayonet: Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Rifles). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty. A ranged weapon with a bayonet attached does not provoke attacks of opportunity.
Blunderbuss: The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment. If fired beyond the first range increment, it does half damage to 1 target, plus up to 2 adjacent targets (this damage is considered splash damage). The blunderbuss may not be fired over its maximum range. A blunderbuss must be wielded in two hands.
Circleknife: Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.
Claws of Attack, Orcish: This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.
Flail, Dran: An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.
Earthbreaker: This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. A martial weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.
Pistol: A pistol holds a single round and requires two hands and a move-action to reload (or free action with Lightning Reload (pistol)). A pistol is small enough to conceal beneath a coat or other appropriate object. Pistols in this setting do not relate to or resemble real-world pistols and are a favorite weapon of gobbers (and often are of gobber make). They're currently scheduled for an update, though this will be approached with caution.
Rifle: Rifles are single-shot, requiring both hands and move action to reload (or free action with Lightning Reload (rifle)). Rifles are too large to conceal without magical aid. Rifles in this setting do not relate to or resemble real-world rifles and are often of gobber make. They're currently scheduled for an update, though this will be approached with caution.
Skipball, Halfling: Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.
Bombs and Smoke Bombs are per the Pathfinder Player's Guide.
Ammunition for Firearms
Pistol | 3g for 10 |
Rifle, Blunderbuss | 4g for 10 |
Notes on Firearms
- Firearms can be fired prone, like crossbows, unlike bows.
- Firearms can be fired while mounted, unlike longbows.
Magic Items
Shifterskin
This is a magic item that enables the wearer to take on an animal form one or more times a day. Shifterskin capabilities, and cost, correspond to a single use of the Beast Shape I, II, III, or IV spells as appropriate. The simplest form (Beast Shape I) is usable once per day and costs 5400 gp.
Other Sources
Advanced Player's Guide
The following equipment items are available from the APG. Gear and weapon descriptions are available over here.
- Weapons: Brass Knuckles, Wooden Stake, Bardiche, Bec de Corbin, Bill, Glaive-Guisarme, Khopesh, Lucerne Hammer, Sword Cane, Boomerang.
- General: Earplugs, Iron Spike, Smoked Goggles.
- Alchemical: Antiplague, Alchemical Grease, Alchemical Solvent, Alchemist's Kindness, Bladeguard, Bloodblock, Casting Plaster, Flash Powder, Light Detector, Smoke Pellet, Sneezing Powder, Soothe Syrup.
- Toolkits: Portable Artificer's Lab (works as Alchemist's Lab), Compass.