Pathfinder 2 – Rules Reference
Equipment
- Source: PF2 Core Rulebook (pf2-rb-cr), Errata: 2019-10-30 (1.0)
- Encumbrance
- Armor
- Armour traits
- Weapons
- Improvised
- ammunition
- traits
- Adventuring Gear
- Alchemical Gear
- Magical Gear
- Content Updates

Encumbrance
Encumbered (Houserule): When you reach your encumbrance limit, it works differently in this campaign. Instead of being able to technically carry the world on your shoulders with rules as written you have the following:
- No Str Modifier: You have a threshold of 1. And for every multiple you have exceeded the threshold, apply the encumbered penalty an additional time.
- Str positive modifier: Your initial carrying capacity is already increased by your modifier. This is still by the book rules.
- Str negative modifier: Your modifier reduces your bulk capacity before you become overloaded. i.e. a -2 modifier will mean you apply the encumbered trait at bulk 3 instead of bulk 5. (Note: By the book rules allows a Str 1 character to carry as much as a Str 10 character before slowing down, yet allows a Str 12 character to carry more)
Armour
Armour Traits
Errata 1.0 – 2019-10-30
- The traits for each suit of armor appear in this entry. Armor can have the following traits.
- Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.
- Comfort: The armor is so comfortable that you can rest normally while wearing it.
- Flexible: The armor is flexible enough that it doesnāt hinder most actions. You donāt apply its check penalty to Acrobatics or Athletics checks.
- Noisy: This armor is loud and likely to alert others to your presence. The armorās check penalty applies to Stealth checks even if you meet the required Strength score.
Weapons
Improvised Weapons
Errata 1.0 – 2019-10-30
If you attack with something that wasnāt built to be a weapon, such as a chair or a vase, youāre making an attack with an improvised weapon. You take a ā2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. Improvised weapons are simple weapons.
Weapon Statistics
Errata 1.0 – 2019-10-30
- Ammunition – Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it.
Weapon Traits
Errata 1.0 – 2019-10-30
- Thrown: You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weaponās Range entry.
Adventuring Gear
Errata 1.0 – 2019-10-30
Item | Price | Bulk | Hands |
---|---|---|---|
Adventurerās pack | 7 sp | 1 | – |
Alchemist’s Lab | 5 gp | 6 | 2 |
– Expanded Alchemists Lab (level 3) | 55 gp | 6 | 2 |
Alchemists Tools | 3 gp | 1 | 2 |
Craftbook (blank) | 1 gp | L | 1 |
Formula book (blank) | 1 gp | L | 1 |
Prayerbook (blank) | 1 gp | L | 1 |
Spellbook (blank) | 1 gp | L | 1 |
Waterskin (full or empty) | 5 cp | L | 1 |
- Alchemistās Lab: You need an alchemistās lab to Craft alchemical items during downtime. An expanded alchemistās lab gives a +1 item bonus to Crafting checks to create alchemical items.
- Alchemistās Tools: This mobile collection of vials and chemicals can be used for simple alchemical tasks.
- Backpack: A backpack holds up to 4 Bulk of items. If youāre carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. The first 2 Bulk of items in your backpack donāt count against your Bulk limits.
- Craftbook: (houserule) A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for a druid (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.
- Spells take up two pages per spell, rituals take up four, and items take up a page per level of the item. (Note: by the book rule state that each spell, ritual and item take up only one page, and I expect a 20th level character to still have only one book with this rule)
- Prayerbook: (houserule) A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for a cleric (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.
- Spells take up two pages per spell, rituals take up four, and items take up a page per level of the item. (Note: by the book rule state that each spell, ritual and item take up only one page, and I expect a 20th level character to still have only one book with this rule)
- Spellbook: (houserule) A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for a wizard (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.
- Spells take up two pages per spell, rituals take up four, and items take up a page per level of the item. (Note: by the book rule state that each spell, ritual and item take up only one page, and I expect a 20th level character to still have only one book with this rule)
Alchemical Gear
Errata 1.0 – 2019-10-30
Alchemical Bombs | Price | Bulk | Page |
---|---|---|---|
Lesser acid flask | 3 gp | L | cr544 |
Lesser alchemist’s fire | 3 gp | L | cr545 |
Lesser bottled lightning | 3 gp | L | cr545 |
Lesser frost vial | 3 gp | L | cr545 |
Lesser tanglefoot bag | 3 gp | L | cr545 |
Lesser thunderstone | 3 gp | L | cr545 |
Elixirs | Price | Bulk | Page |
---|---|---|---|
Lesser antidote | 3 gp | L | cr546 |
Lesser antiplague | 3 gp | L | cr546 |
Minor elixir of life | 3 gp | L | cr546 |
Alchemical Tools | Price | Bulk | Page |
---|---|---|---|
Lesser smokestick | 3 gp | L | cr554 |
Sunrod | 3 gp | L | cr554 |
Tindertwig (10) | 2 gp | – | cr554 |
Magical Gear
Errata 1.0 – 2019-10-30
Cosumable Magical Items | Price | Bulk | Page |
---|---|---|---|
Holy water | 3 gp | L | cr571 |
Unholy ater | 3 gp | L | cr571 |
Potions | Price | Bulk | Page |
---|---|---|---|
Minor healing potion | 4 gp | L | cr563 |
Consumable Magical Items
Errata 1.0 – 2019-10-30
- You can typically purchase holy and unholy water in a settlement. Particularly good settlements tend to ban unholy water and evil settlements tend to ban holy water.
- Holy Water: You can throw holy water like a bomb, dealing 1d6 good damage and 1 good splash damage to fiends, undead, and other creatures weak to good damage.
- Unholy Water: You can throw unholy water like a bomb, dealing 1d6 good damage and 1 evil splash damage to celestials and other creatures weak to evil damage.
Content Updates
- 2021-08-13 – Updated the menu and layout.
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