Equipment

Rules

Re-enchanting Magic Items
Once an item has been enchanted, it is very difficult to modify the enchantment unless it's done by the same person who originally enchanted it. Basically, you need to unenchant it (leaving it non-magical) and then start from scratch. If the person re-enchanting an item was the original enchanter, he may retain 1/2 of the gp value and XP originally used to enchant the item. Re-enchanting an item makes you the "original" enchanter.

The exceptions are abilities with straight gp values— they may be added to any appropriate items, but any gp value or XP retained during re-enchantment may only be put toward reapplying the same ability. Note that these abilities may also have a different original enchanter than the item itself.

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Items

Doctor's Kit
Like the healer's kit, a doctor's kit provides a +2 circumstance bonus on Heal checks. However, it also contains some extra equipment that may be expended for an additional +2 (total +4 circumstance bonus). These consumables are exhausted after ten uses, though the kit continues to provide its normal +2 bonus even when empty.

A doctor's kit costs 160 gp and weighs 5 lbs. Refills costs 50 gp to refill the entire kit or 5 gp per use.

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Holy Symbol, Masterwork
A materwork holy symbol is usually made of silver, gold, or other precious metals. Masterwork unholy symbols are often made of iron or stone. Regardless of the material, a masterwork symbol grants a +1 circumstance bonus to damage healed or dealt when channeling energy, and increases the save DC by 1.

A masterwork holy (or unholy) symbol costs 25 gp.

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Productive Quiver
This appears to be a typical arrow container capable of holding twenty arrows. However, the quiver automatically replenishes itself with standard or magical arrows such that it is always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow is taken from the quiver, it must be used within 1 round or it vanishes. If the arrow is knocked, it will remain until it is fired. If it is then removed without being fired, it will disappear in 1 round.

Moderate conjuration; CL 9th; Craft Wondrous Item, magic weapon, major creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows), 172,000 gp (+6 arrows), 224,000 gp (+7 arrows), 284,000 gp (+8 arrows), 352,000 gp (+9 arrows), 428,000 gp (+10 arrows); Enchantments that normally add a fixed cost add twice that cost; Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 3 lb.

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Productive Quiver, Lesser
This appears to be a typical arrow container capable of holding twenty arrows. However, the quiver automatically replenishes itself with standard or magical arrows at the rate of one arrow per round. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow is taken from the quiver, it must be used within 1 round or it vanishes. If the arrow is knocked, it will remain until it is fired. If it is then removed without being fired, it will disappear in 1 round.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 14,000 gp (standard arrows), 15,000 gp (masterwork arrows), 18,000 gp (+1 arrows), 30,000 gp (+2 arrows), 50,000 gp (+3 arrows), 78,000 gp (+4 arrows), 114,000 gp (+5 arrows); Enchantments that normally add a fixed cost add twice that cost; Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 3 lb.

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Weapon Descriptions

Weapons found on Table: Weapons that have special options for the wielder ("you") are described below.

Table: Weapons
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies "and," or either type (player’s choice at time of attack) if the entry specifies "or."
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
One-Handed Melee Weapons
Baseball Bat (Wooden) 10 gp 1d4 1d6 19-20/×2 2 lb. Bludgeoning
Two-Handed Melee Weapons
Boat Hook4 3 gp 1d6 1d8 ×3 10 lb. Piercing
Ranged Weapons
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
One-Handed Melee Weapons
Two-Handed Melee Weapons
Ranged Weapons
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
One-Handed Melee Weapons
Two-Handed Melee Weapons
Ranged Weapons
Baseball 2 gp 1d4 1d6 ×3 60 ft. ⅓ lb. Bludgeoning
Baseball

Normally a piece of sporting equipment, a baseball can cause significant damage when hurled by a skilled pitcher. If used by a non-proficient character, treat it as a masterwork sling bullet.

The Exotic Weapon Proficiency: Baseball feat allows a character to toss a ball specifically to be hit as a weapon (by himself or another character). Tossing a ball is a move action that provokes attacks of opportunity; hitting a ball you've tossed yourself is a standard action. A baseball tossed to be hit intentionally has an AC of 10, and may be aimed toward a target by hitting an AC of 15.

Baseball Bat

A baseball bat is essentially a lightweight club designed as sports equipment. In a pinch, it makes a vicious melee weapon.

If a character is wielding a bat with both hands (or has his other hand free) and is "hit" by a person throwing a baseball, he may attempt to deflect the ball by making an attack roll against the ball. The ball's AC is the attack roll of the throwing character. A hit will deflect the ball, and a critical threat will hit the ball toward a target of the hitter's choice. Treat this as a single ranged attack with a range increment of 100 ft. plus 5ft. per point of strength bonus, apply damage from both the bat and the ball (two-handed strength bonus applies to each), with a critical range of 20/×4. This is considered an attack of opportunity, and may only be performed once per round (even if the character has the Combat Reflexes feat).

Boat Hook

Actually a tool used to retrieve lines, many sailors have found boat hooks to be useful to fend off attackers. Like the guisarme it closely resembles, a boat hook has a 10-foot reach, cannot be used to attack adjacent targets, and may be used to make trip attempts. If you are tripped during your own trip attempt, you may drop the boat hook to avoid being tripped. Inferior to the guisarme in almost every way, the one advantage of the boat hook is its affordability.

Mastercraft Weapons

A mastercraft weapon is a carefully crafted version of a normal weapon designed to give the most punch. Wielding it provides a +1 enhancement bonus on damage rolls.

You can't add the mastercraft quality to a weapon after it is created (except by enchantment); it must be crafted as a mastercraft weapon (see the Craft skill). The mastercraft quality adds 700 gp to the cost of a normal weapon (or 14 gp to the cost of a single unit of ammunition). Adding the mastercraft quality to a double weapon costs twice the normal increase (+1400 gp).

Mastercraft ammunition is damaged (effectively destroyed) when used. The enhancement bonus of mastercraft ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of mastercraft quality. The enhancement bonus granted by the mastercraft quality doesn't stack with the enhancement bonus provided by the weapon's magic.

A weapon may be both masterwork and mastercraft (essentially a non-magical +1) for 1,000 gp more than its standard price.