×3/×4: One head of this double weapon deals triple damage on a critical hit. A net's maximum range is 10 feet. Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. A heavy shield is so heavy that you can't use your shield hand for anything else. Shields: Shields do not affect a character's maximum Dexterity bonus, except for tower shields. Use the rules for alchemist's fire (see Special Substances and Items on Table: Goods and Services), except that it takes a full-round action to prepare a flask with a fuse. A candle cannot increase the light level above normal light. Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). All characters are proficient with unarmed strikes and any natural weapons possessed by their race. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount. Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. Weapons made of cold iron cost twice as much to make as their normal counterparts. Gnomes treat hooked hammers as martial weapons. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Small thing to also note. Don: This column tells how long it takes a character to put the armor on. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather. Each religion has its own holy symbol. Cleric's vestments typically include a cassock, stole, and surplice. The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). A 30gp item would cost 100gp masterwork, and a 5gp item would cost 25. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects. Courtier's Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Monk: A monk weapon can be used by a monk to perform a flurry of blows (see Classes). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). You can carry a lantern in one hand. Others are vulnerable to weapons of a particular material. You need two hands to use a bow, regardless of its size. ×2: The weapon deals double damage on a critical hit. Huge or larger creatures are unaffected by a tanglefoot bag. An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right. A flask of holy water can be thrown as a splash weapon. Lantern, Bullseye: A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). Remember, however, that a dwarf's land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). To enchant your arms or armour you need to get a masterwork version of whatever armour or weapon you want. Lighting a fire with a magnifying glass requires bright light, such as sunlight to focus, tinder to ignite, and at least a full-round action. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Bullets, Sling: Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. You need two hands to use a bow, regardless of its size. The suit includes gauntlets. It's value is always 150 gp more then normal. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. In general, two horses (or other beasts of burden) draw it. The weight given applies only if you're wearing a breastplate, light armor, or no armor. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion. A wagon comes with the harness needed to pull it. Mace: A mace is made up of an ornate metal head attached to a simple wooden or metal shaft. Messenger: This includes horse-riding messengers and runners. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. You cannot bash with a tower shield, nor can you use your shield hand for anything else. The number on Table: Armor and Shields is the character's speed while wearing the armor. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Lance: A lance deals double damage when used from the back of a charging mount. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. All magic armors and shields are automatically considered to be of masterwork quality. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). Some weapons have a special weight. Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance. Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp). Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square.