Arms and Armor

All weapons and armor available in the Pathfinder Core Rulebook and the Ultimate Equipment Guide are allowed, except firearms. Nothing in the Firearms category is allowed.

Special Materials

Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

This translucent green glass is produced and worked using sand from deep seabeds, and is produced and worked in deep undersea volcanic vents. The minerals in the sand and the water, combined with the extreme pressures and airless environment creates an extremely dense and strong material. It is less flexible than steel, but it can be sharpened to a razor edge.

Seaglass weapons cost twice as much as a base weapon of that type, and weighs 25% less. Weapons without any metal components cannot be made from Seaglass (an arrow could, but a quarterstaff cannot) and bows and crossbows can never be made from Seaglass because it cannot flex. An item made from Seaglass has the same hardness as steel, but half the hitpoints. Seaglass cannot be made into armor, but magically hardened Seaglass can be made into any armor that can be made from steel.

A slashing or piercing weapon made from Seaglass that is Masterwork quality receives a +1 increase to critical range, but does not give the bonus to attack rolls.

Seaglass coins are roughly equivalent in value to Silver coins.

Also available
The following Special Materials are also available, from the Ultimate Equipment Guide: Adamantine, Alchemical Silver, Blood Crystal, Cold Iron, Darkleaf Cloth, Darkwood, Dragon Hide, Eel Hide, Living Steel, Mithral, Whipwood and Wyroot. Additionally all of the listed Primitive Materials are allowed.


All equipment available in the Pathfinder Core Rulebook and the Ultimate Equipment Guide are allowed with the following changes:

  • Flying mounts cost double because of their rarity
  • Boats, ships and other water vehicles cost 20% less because they are common and necessary
  • Passage over water also costs 20% less per mile

Ships, boats and water vehicles

The vehicle rules from Ultimate Combat are used for water vessels. In addition to the ones in the Core Rulebook and Ultimate Equipment, the following additional styles of vessel are available in some parts of the world.

Size Sea Transport Description Crew+passengers Cost
Personal Dinghy A small sailing vessel 1-4 50 gp
Personal Coracle Small wicker boat 1-2 20 gp
Personal Kayak A light one- or two-person ocean-going canoe 1-2 50 gp
Personal Canoe A quick and maneuverable paddle boat 1-3 30 gp
Personal Raft A flat floating platform powered by oars or a small sail 1-3
Personal Rowboat A small boat powered by oars 1-6 50 gp

Under construction


Planet Ocean anarkitty