The services listed on Table below describe expenditures for common services and consumables.
|Beverages (Bottle of Fine Wine)||1 gp||L||1||Core Rulebook pg. 294|
|Beverages (Bottle of Wine)||1 sp||L||1||Core Rulebook pg. 294|
|Beverages (Keg of Ale)||2 sp||2||2||Core Rulebook pg. 294|
|Beverages (Mug of Ale)||1 cp||L||1||Core Rulebook pg. 294|
|Beverages (Pot of Coffee or Tea)||2 cp||L||1||Core Rulebook pg. 294|
|Lodging (Bed)||1 sp (per day)||—||—||Core Rulebook pg. 294|
|Lodging (Extravagant Suite)||10 gp (per day)||—||—||Core Rulebook pg. 294|
|Lodging (Floor Space)||3 cp (per day)||—||—||Core Rulebook pg. 294|
|Lodging (Private Room)||8 sp (per day)||—||—||Core Rulebook pg. 294|
|Meal (Fine Dining)||1 gp||L||2||Core Rulebook pg. 294|
|Meal (Poor)||1 cp||L||2||Core Rulebook pg. 294|
|Meal (Square)||3 cp||L||2||Core Rulebook pg. 294|
|Stabling||2 cp (per day)||—||—||Core Rulebook pg. 294|
|Toll||1 cp||—||—||Core Rulebook pg. 294|
The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as they’re frightened. If you successfully Command your Animal using Nature, you can keep it from fleeing, though this doesn’t remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions.
Warhorses and warponies are combat trained. They don’t become frightened or fleeing during encounters in this way.
|Name||Rental Price||Purchase Price||Source|
|Guard Dog||1 cp per day||2 sp||Bestiary pg. 102|
|Pack Animal||2 cp per day||2 gp||Bestiary pg. 209|
|Riding Dog||6 cp per day||4 gp||Bestiary pg. 102|
|Riding Horse||1 sp per day||8 gp||Bestiary pg. 209|
|Riding Pony||8 cp per day||7 gp||Bestiary pg. 209|
|Warhorse||1 gp per day||30 gp (level 2)||Bestiary pg. 209|
|Warpony||8 sp per day||24 gp (level 2)||Bestiary pg. 209|
A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel.
There are two varieties of fixers: informants and counselors. Informants help provide basic information on a location, such as how to navigate a city, the type of animals native to a region, or the type of clothing worn by specific members of a local thieves' guild. An informant automatically Aids you on attempts to Gather Information and Recall Knowledge about your specific location, granting you a +1 circumstance bonus to such checks. An expert informant critically succeeds at Aiding you, granting a +2 circumstance bonus.
A counselor is specialized in social matters. They can help you learn proper etiquette, introduce you to important or useful people, and generally help navigate social circles. A counselor automatically Aids you on attempts to Impersonate, Lie, Make an Impression, and Request when speaking with individuals within the location of the counselor's expertise. An expert counselor critically succeeds at Aiding you, granting a +2 circumstance bonus.
The GM is the final arbiter in deciding whether or a not a fixer for a given location is available. A fixer's rate may also change depending on the location or the nature of guidance required. For example, a fixer might lower their rate for simple guidance, such as locating the best Qadiran cuisine in Absalom, or increase their rate when dealing with dangerous information or individuals, such as helping navigate a sewer inhabited by dangerous monsters. Pathfinders are typically able to hire a fixer without issue, but must do so through contacts at a local lodge.
|Fixer (Basic Councelor)||1 gp (per hour)||Pathfinder Society Guide pg. 116|
|Fixer (Basic Informant)||5 sp (per hour)||Pathfinder Society Guide pg. 116|
|Fixer (Expert Councelor)||2 gp (per hour)||Pathfinder Society Guide pg. 116|
|Fixer (Expert Informant)||1 gp (per hour)||Pathfinder Society Guide pg. 116|
Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you.
|Hireling (Skilled)||5 sp (per day)||Core Rulebook pg. 294|
|Hireling (Unskilled)||1 sp (per day)||Core Rulebook pg. 294|
In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher.
A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates.
When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level.
The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge.
|Researcher (Level 1; trained)||4 gp (per day)||Pathfinder Society Guide pg. 116|
Spellcasting services, listed on Table below, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.
|Spellcasting (1st level)||3 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (2nd level)||7 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (3rd level)||18 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (4th level)||40 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (5th level)||80 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (6th level)||160 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (7th level)||360 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (8th level)||720 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
|Spellcasting (9th level)||1,800 gp (plus any cost required to cast the specific spell)||Core Rulebook pg. 294|
The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.
|Transportation (Caravan)||3 cp (per 5 miles)||Core Rulebook pg. 294|
|Transportation (Carriage)||2 sp (per 5 miles)||Core Rulebook pg. 294|
|Transportation (Ferry or Riverboat)||4 cp (per 5 miles)||Core Rulebook pg. 294|
|Transportation (Sailing Ship)||6 cp (per 5 miles)||Core Rulebook pg. 294|
Most items are made from readily available materials—usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.
Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency.
A material’s Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious material’s purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity.
Some precious materials are available only at certain grades. For instance, adamantine can’t be low-grade, and orichalcum must be high-grade. Items made of materials with a lower grade than expected for the item’s level, or of a higher grade than necessary, will mention the precious material’s grade.
Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.Adamantine Items
Adamantine Chunk Level 0Price: 500 gp
Adamantine Ingot Level 0Price: 5,000 gp
Adamantine Object (Standard-Grade) Level 8Price: 350 gp (per Bulk)
Adamantine Object (High-Grade) Level 16Price: 6,000 gp (per Bulk)
Source: Core Rulebook pg. 578 1.1
Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.Cold Iron Items
|Cold Iron Items||Hardness||HP||BT|
Cold Iron Chunk Level 0Price: 10 gp
Cold Iron Ingot Level 0Price: 100 gp
Cold Iron Object (Low-Grade) Level 2Price: 20 gp (per Bulk)
Cold Iron Object (Standard-Grade) Level 7Price: 250 gp (per Bulk)
Cold Iron Object (High-Grade) Level 15Price: 4,500 gp (per Bulk)
Source: Core Rulebook pg. 578 1.1
Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.Darkwood Items
Darkwood Branch Level 0Price: 500 gp
Darkwood Lumber Level 0Price: 5,000 gp
Darkwood Object (Standard-Grade) Level 8Price: 350 gp (per Bulk)
Darkwood Object (High-Grade) Level 16Price: 6,000 gp (per Bulk)
Source: Core Rulebook pg. 578 1.1
The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales’ resiliency, it can also be used to craft armor usually made out of metal plates (such as a Breastplate, Half Plate, and Full Plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon.Dragonhide Resistance
|Black or copper||Acid|
|Blue or bronze||Electricity|
|Brass, gold, or red||Fire|
|Silver or white||Cold|
Dragonhide Object (Standard-Grade) Level 8Price: 350 gp (per Bulk)
Dragonhide Object (High-Grade) Level 16Price: 6,000 gp (per Bulk)
Source: Core Rulebook pg. 579 1.1
Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.Mithral Items
Mithral Chunk Level 0Price: 500 gp
Mithral Ingot Level 0Price: 5,000 gp
Mithral Object (Low-Grade) Level 8Price: 350 gp (per Bulk)
Mithral Object (High-Grade) Level 16Price: 6,000 gp (per Bulk)
Source: Core Rulebook pg. 579 1.1
The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn’t as physically sturdy as adamantine, but orichalcum’s time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn’t destroyed, it repairs itself completely 24 hours later.Orichalcum Items
Orichalcum Chunk Level 0Price: 1,000 gp
Orichalcum Ingot Level 0Price: 10,000 gp
Orichalcum Object (High-Grade) Level 17Price: 10,000 gp (per Bulk)
Source: Core Rulebook pg. 579 1.1
Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.Silver Items
Silver Chunk Level 0Price: 10 gp
Silver Ingot Level 0Price: 100 gp
Silver Object (Low-Grade) Level 2Price: 20 gp (per Bulk)
Silver Object (Standard-Grade) Level 7Price: 250 gp (per Bulk)
Silver Object (High-Grade) Level 15Price: 4,500 gp (per Bulk)
Source: Core Rulebook pg. 579 1.1
Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to Craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the Rusting Grasp spell).Sovereign Steel Items
|Soverign Steel Items||Hardness||HP||BT|
Sovereign Steel Chunk Level 0Price: 700 gp
Sovereign Steel Ingot Level 0Price: 7,000 gp
Sovereign Steel Object Standard-Grade Level 9Price: 500 gp (per Bulk)
Sovereign Steel Object High-Grade Level 17Price: 8,000 gp (per Bulk)
Source: Legends pg. 77
Rare PreciousThis bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields.
Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance - though not its properties - to appear as random striations of other metals and types of stone.
Warpglass Chunk Level 0Price: 800 gp
Warpglass Ingot Level 0Price: 8,000 gp
Warpglass Item (High-Grade) Level 17Price: 8,000 gp (per Bulk)
Source: Pathfinder #162: Ruins of the Radiant Siege pg. 74
These items create structures of significant size, typically by growing from their more manageable, normal forms. All these items have the structure trait, described in the sidebar below.
|Marvelous Calliope||4||100 gp||L (when not activated)|
|Pocket Stage||5||138 gp||L|
|Gourd Home||9||650 gp||L (when not activated)|
|Explorer's Yurt||10||880 gp||1|
|Instant Fortress||16||9,300 gp||L|
|Mountain to the Sky||16||10,000 gp||None|
Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snare’s Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait.
|Alarm Snare||1||3 gp|
|Caltrop Snare||1||3 gp|
|Dust Pods||1||3 gp|
|Hampering Snare||1||3 gp|
|Marking Snare||1||3 gp|
|Signaling Snare||1||3 gp|
|Spike Snare||1||3 gp|
|Flare Snare||2||5 gp|
|Thunder Snare||2||6 gp|
|Grasping Tree||3||9 gp|
|Torrent Snare||3||9 gp|
|Biting Snare||4||15 gp|
|Fang Snare||4||15 gp|
|Hobbling Snare||4||15 gp|
|Stalker Bane Snare||4||15 gp|
|Trip Snare||4||15 gp|
|Warning Snare||4||15 gp|
|Nauseating Snare||6||40 gp|
|Bomb Snare||8||75 gp|
|Grasping Snare||8||75 gp|
|Striking Snare||8||75 gp|
|Snagging Hook Snare||10||180 gp|
|Bleeding Spines Snare||12||320 gp|
|Scything Blade Snare||12||320 gp|
|Stunning Snare||12||320 gp|
|Engulfing Snare||14||900 gp|
|Hail of Arrows Snare||16||1,500 gp|
|Omnidirectional Spear Snare||16||1,500 gp|
|Flying Blade Wheel Snare||20||10,000 gp|
|Instant Evisceration Snare||20||10,000 gp|
A villain on the run steals a carriage and sends the characters on a chase through the city, or the characters find an ancient airship and decide to take it for a spin. Whatever the case, if vehicles are common throughout your world, they’re likely to come up in your game. This section provides the tools you’ll need when that happens.