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Class Conversion Pathfinder

PF2 Rules Equipment

Pathfinder 2 – Rules Reference

Equipment

pf2-rb-cr PF2 Core Rulebook
pf2-rb-cr – PF2 Core Rulebook (pzo2101-se)

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 doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks.
  • Noisy: This armor is loud and likely to alert others to your presence. The armor’s 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 wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. You take a –2 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 weapon’s Range entry.

Adventuring Gear

Errata 1.0 – 2019-10-30

ItemPriceBulkHands
Adventurer’s pack7 sp1
Alchemist’s Lab5 gp62
– Expanded Alchemists Lab (level 3)55 gp62
Alchemists Tools3 gp12
Craftbook (blank)1 gpL1
Formula book (blank)1 gpL1
Prayerbook (blank)1 gpL1
Spellbook (blank)1 gpL1
Waterskin (full or empty)5 cpL1
Table 6-9: Adventuring Gear (errated content)
  • Alchemist’s Lab: You need an alchemist’s lab to Craft alchemical items during downtime. An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.
  • Alchemist’s 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 you’re 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 don’t 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 BombsPriceBulkPage
Lesser acid flask3 gpLcr544
Lesser alchemist’s fire3 gpLcr545
Lesser bottled lightning3 gpLcr545
Lesser frost vial3 gpLcr545
Lesser tanglefoot bag3 gpLcr545
Lesser thunderstone3 gpLcr545
Table 6-11: Alchemical Gear – Bombs
ElixirsPriceBulkPage
Lesser antidote3 gpLcr546
Lesser antiplague3 gpLcr546
Minor elixir of life3 gpLcr546
Table 6-11: Alchemical Gear – Elixirs
Alchemical ToolsPriceBulkPage
Lesser smokestick3 gpLcr554
Sunrod3 gpLcr554
Tindertwig (10)2 gpcr554
Table 6-11: Alchemical Gear – Alchemical Tools

Magical Gear

Errata 1.0 – 2019-10-30

Cosumable Magical ItemsPriceBulkPage
Holy water3 gpLcr571
Unholy ater3 gpLcr571
Table6-12: Magical Gear – Consumable Magical Items
PotionsPriceBulkPage
Minor healing potion4 gpLcr563
Table6-12: Magical Gear – Potions
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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Rule References

Rules Updates: Animal Companions, Archetypes, Class Updates, Creating Items, Equipment Updates, General and Skill Feats, Mode – Downtime, Race Updates, Playing the Game

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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