[
  {
    "name": "Backpack (empty)",
    "price": "2 gp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Barrel (empty)",
    "price": "2 gp",
    "weight": "30 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Basket (empty)",
    "price": "4 sp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Bedroll",
    "price": "1 sp",
    "weight": "5 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Bell",
    "price": "1 gp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Blanket, winter",
    "price": "5 sp",
    "weight": "3 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Block and tackle",
    "price": "5 gp",
    "weight": "5 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Bottle, glass",
    "price": "2 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Bucket (empty)",
    "price": "5 sp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Caltrops",
    "price": "1 gp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Candle",
    "price": "1 cp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Canvas (sq. yd.)",
    "price": "1 sp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Case, map or scroll",
    "price": "1 gp",
    "weight": "1/2 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Chain (10 ft.)",
    "price": "30 gp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Chalk, 1 piece",
    "price": "1 cp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Chest (empty)",
    "price": "2 gp",
    "weight": "25 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Crowbar",
    "price": "2 gp",
    "weight": "5 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Firewood (per day)",
    "price": "1 cp",
    "weight": "20 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Fishhook",
    "price": "1 sp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Fishing net, 25 sq. ft.",
    "price": "4 gp",
    "weight": "5 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Flask (empty)",
    "price": "3 cp",
    "weight": "1-1/2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Flint and steel",
    "price": "1 gp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Grappling hook",
    "price": "1 gp",
    "weight": "4 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Hammer",
    "price": "5 sp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Hourglass",
    "price": "25 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Ink (1 oz. vial)",
    "price": "8 gp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Inkpen",
    "price": "1 sp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Jug, clay",
    "price": "3 cp",
    "weight": "9 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Ladder, 10-foot",
    "price": "2 sp",
    "weight": "20 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lamp, common",
    "price": "1 sp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lantern, bullseye",
    "price": "12 gp",
    "weight": "3 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lantern, hooded",
    "price": "7 gp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lock, Simple",
    "price": "20 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lock, Average",
    "price": "40 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lock, Good",
    "price": "80 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Lock, Superior",
    "price": "150 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Manacles",
    "price": "15 gp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Manacles, masterwork",
    "price": "50 gp",
    "weight": "2 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Mirror, small steel",
    "price": "10 gp",
    "weight": "1/2 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Mug/Tankard, clay",
    "price": "2 cp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Oil (1-pint flask)",
    "price": "1 sp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Paper (sheet)",
    "price": "4 sp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Parchment (sheet)",
    "price": "2 sp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Pick, miner's",
    "price": "3 gp",
    "weight": "10 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Pitcher, clay",
    "price": "2 cp",
    "weight": "5 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Piton",
    "price": "1 sp",
    "weight": "1/2 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Pole, 10-foot",
    "price": "5 cp",
    "weight": "8 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Pot, iron",
    "price": "8 sp",
    "weight": "4 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Pouch, belt (empty)",
    "price": "1 gp",
    "weight": "1/2 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Ram, portable",
    "price": "10 gp",
    "weight": "20 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Rations, trail (per day)",
    "price": "5 sp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Rope, hemp (50 ft.)",
    "price": "1 gp",
    "weight": "10 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Rope, silk (50 ft.)",
    "price": "10 gp",
    "weight": "5 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Sack (empty)",
    "price": "1 sp",
    "weight": "1/2 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Sealing wax",
    "price": "1 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Sewing needle",
    "price": "5 sp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Shovel or spade",
    "price": "2 gp",
    "weight": "8 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Signal whistle",
    "price": "8 sp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Signet ring",
    "price": "5 gp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Sledge",
    "price": "1 gp",
    "weight": "10 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Soap (per lb.)",
    "price": "5 sp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Spyglass",
    "price": "1,000 gp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Tent",
    "price": "10 gp",
    "weight": "20 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Torch",
    "price": "1 cp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Vial, ink or potion",
    "price": "1 gp",
    "weight": null,
    "category": "adventuring-gear"
  },
  {
    "name": "Water clock",
    "price": "1,000 gp",
    "weight": "200 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Waterskin",
    "price": "1 gp",
    "weight": "4 lbs.",
    "category": "adventuring-gear"
  },
  {
    "name": "Whetstone",
    "price": "2 cp",
    "weight": "1 lb.",
    "category": "adventuring-gear"
  },
  {
    "name": "Armor Spikes",
    "category": "armor",
    "price": "+50 gp",
    "weight": "+10 lbs.",
    "description": "You can have spikes added to your armor, which allow you to deal extra piercing damage (see \"spiked armor\" on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) 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.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "—",
        "Maximum Dex Bonus": "—",
        "Arcane Spell Failure Chance": "—",
        "Armor Type": "Extras",
        "Armor Bonus": "—",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      },
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Banded Mail",
    "category": "armor",
    "price": "250 gp",
    "weight": "35 lbs.",
    "description": "Banded mail is made up of overlapping strips of metal, fastened to a leather backing. The suit includes gauntlets.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–6",
        "Maximum Dex Bonus": "+1",
        "Arcane Spell Failure Chance": "35%",
        "Armor Type": "Heavy armor",
        "Armor Bonus": "+7",
        "Speed (20 ft.)": "15 ft.2",
        "Speed (30 ft.)": "20 ft.2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Breastplate",
    "category": "armor",
    "price": "200 gp",
    "weight": "30 lbs.",
    "description": "Covering only the torso, a breastplate is made up of a single piece of sculpted metal.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–4",
        "Maximum Dex Bonus": "+3",
        "Arcane Spell Failure Chance": "25%",
        "Armor Type": "Medium armor",
        "Armor Bonus": "+6",
        "Speed (20 ft.)": "15 ft.",
        "Speed (30 ft.)": "20 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Buckler",
    "category": "armor",
    "price": "5 gp",
    "weight": "5 lbs.",
    "description": "This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–1",
        "Maximum Dex Bonus": "—",
        "Shield Bonus": "+1",
        "Arcane Spell Failure Chance": "5%",
        "Armor Type": "Shields",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Chain Shirt",
    "category": "armor",
    "price": "100 gp",
    "weight": "25 lbs.",
    "description": "Covering the torso, this shirt is made up of thousands of interlocking metal rings.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–2",
        "Maximum Dex Bonus": "+4",
        "Arcane Spell Failure Chance": "20%",
        "Armor Type": "Light armor",
        "Armor Bonus": "+4",
        "Speed (20 ft.)": "20 ft.",
        "Speed (30 ft.)": "30 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Chainmail",
    "category": "armor",
    "price": "150 gp",
    "weight": "40 lbs.",
    "description": "Unlike a chain shirt, chainmail covers the legs and arms of the wearer. The suit includes gauntlets.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–5",
        "Maximum Dex Bonus": "+2",
        "Arcane Spell Failure Chance": "30%",
        "Armor Type": "Medium armor",
        "Armor Bonus": "+6",
        "Speed (20 ft.)": "15 ft.",
        "Speed (30 ft.)": "20 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Full Plate",
    "category": "armor",
    "price": "1,500 gp",
    "weight": "50 lbs.",
    "description": "This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–6",
        "Maximum Dex Bonus": "+1",
        "Arcane Spell Failure Chance": "35%",
        "Armor Type": "Heavy armor",
        "Armor Bonus": "+9",
        "Speed (20 ft.)": "15 ft.2",
        "Speed (30 ft.)": "20 ft.2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Gauntlet, Locked",
    "category": "armor",
    "price": "8 gp",
    "weight": "+5 lbs.",
    "description": "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. It provides a +10 bonus to your Combat Maneuver Defense to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.\n\nThe price given is for a single locked gauntlet. The weight given applies only if you're wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.\n\nWhile the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)\n\nLike a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "special",
        "Maximum Dex Bonus": "—",
        "Arcane Spell Failure Chance": "n/a4",
        "Armor Type": "Extras",
        "Armor Bonus": "—",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Half-Plate",
    "category": "armor",
    "price": "600 gp",
    "weight": "50 lbs.",
    "description": "Combining elements of full plate and chainmail, half-plate includes gauntlets and a helm.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–7",
        "Maximum Dex Bonus": "+0",
        "Arcane Spell Failure Chance": "40%",
        "Armor Type": "Heavy armor",
        "Armor Bonus": "+8",
        "Speed (20 ft.)": "15 ft.2",
        "Speed (30 ft.)": "20 ft.2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Hide",
    "category": "armor",
    "price": "15 gp",
    "weight": "25 lbs.",
    "description": "Hide armor is made up of the tanned and preserved skin of any thick-hided beast.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–3",
        "Maximum Dex Bonus": "+4",
        "Arcane Spell Failure Chance": "20%",
        "Armor Type": "Medium armor",
        "Armor Bonus": "+4",
        "Speed (20 ft.)": "15 ft.",
        "Speed (30 ft.)": "20 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Leather",
    "category": "armor",
    "price": "10 gp",
    "weight": "15 lbs.",
    "description": "Leather armor is made up of pieces of hard boiled leather carefully sewn together.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "0",
        "Maximum Dex Bonus": "+6",
        "Arcane Spell Failure Chance": "10%",
        "Armor Type": "Light armor",
        "Armor Bonus": "+2",
        "Speed (20 ft.)": "20 ft.",
        "Speed (30 ft.)": "30 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Padded",
    "category": "armor",
    "price": "5 gp",
    "weight": "10 lbs.",
    "description": "Little more than heavy, quilted cloth, this armor provides only the most basic protection.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "0",
        "Maximum Dex Bonus": "+8",
        "Arcane Spell Failure Chance": "5%",
        "Armor Type": "Light armor",
        "Armor Bonus": "+1",
        "Speed (20 ft.)": "20 ft.",
        "Speed (30 ft.)": "30 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Scale Mail",
    "category": "armor",
    "price": "50 gp",
    "weight": "30 lbs.",
    "description": "Scale mail is made up of dozens of small overlapping metal plates. The suit includes gauntlets.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–4",
        "Maximum Dex Bonus": "+3",
        "Arcane Spell Failure Chance": "25%",
        "Armor Type": "Medium armor",
        "Armor Bonus": "+5",
        "Speed (20 ft.)": "15 ft.",
        "Speed (30 ft.)": "20 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Heavy; Wooden",
    "category": "armor",
    "price": "7 gp",
    "weight": "10 lbs.",
    "description": "You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–2",
        "Maximum Dex Bonus": "—",
        "Shield Bonus": "+2",
        "Arcane Spell Failure Chance": "15%",
        "Armor Type": "Shields",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      },
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Heavy; Steel",
    "category": "armor",
    "price": "20 gp",
    "weight": "15 lbs.",
    "description": "You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–2",
        "Maximum Dex Bonus": "—",
        "Shield Bonus": "+2",
        "Arcane Spell Failure Chance": "15%",
        "Armor Type": "Shields",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      },
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Light; Wooden",
    "category": "armor",
    "price": "3 gp",
    "weight": "5 lbs.",
    "description": "You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–1",
        "Maximum Dex Bonus": "—",
        "Shield Bonus": "+1",
        "Arcane Spell Failure Chance": "5%",
        "Armor Type": "Shields",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Light; Steel",
    "category": "armor",
    "price": "9 gp",
    "weight": "6 lbs.",
    "description": "You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–1",
        "Maximum Dex Bonus": "—",
        "Shield Bonus": "+1",
        "Arcane Spell Failure Chance": "5%",
        "Armor Type": "Shields",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Tower",
    "category": "armor",
    "price": "30 gp",
    "weight": "45 lbs.",
    "description": "This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.\n\nWhen employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–10",
        "Maximum Dex Bonus": "+2",
        "Shield Bonus": "+43",
        "Arcane Spell Failure Chance": "50%",
        "Armor Type": "Shields",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield Spikes",
    "category": "armor",
    "price": "+10 gp",
    "weight": "+5 lbs.",
    "description": "These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see \"spiked shields\" on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.\n\nAn enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "—",
        "Maximum Dex Bonus": "—",
        "Arcane Spell Failure Chance": "—",
        "Armor Type": "Extras",
        "Armor Bonus": "—",
        "Speed (20 ft.)": "—",
        "Speed (30 ft.)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Splint Mail",
    "category": "armor",
    "price": "200 gp",
    "weight": "45 lbs.",
    "description": "Splint mail is made up of metal strips, like banded mail. The suit includes gauntlets.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–7",
        "Maximum Dex Bonus": "+0",
        "Arcane Spell Failure Chance": "40%",
        "Armor Type": "Heavy armor",
        "Armor Bonus": "+7",
        "Speed (20 ft.)": "15 ft.2",
        "Speed (30 ft.)": "20 ft.2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Studded Leather",
    "category": "armor",
    "price": "25 gp",
    "weight": "20 lbs.",
    "description": "Similar to leather armor, this suit is reinforced with small metal studs.",
    "stats": {
      "Armor": {
        "Armor Check Penalty": "–1",
        "Maximum Dex Bonus": "+5",
        "Arcane Spell Failure Chance": "15%",
        "Armor Type": "Light armor",
        "Armor Bonus": "+3",
        "Speed (20 ft.)": "20 ft.",
        "Speed (30 ft.)": "30 ft."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Artisan's Outfit",
    "category": "clothing",
    "price": "1 gp",
    "weight": "4 lbs.1",
    "description": "This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Cleric's Vestments",
    "category": "clothing",
    "price": "5 gp",
    "weight": "6 lbs.1",
    "description": "These clothes are for performing priestly functions, not for adventuring. Cleric's vestments typically include a cassock, stole, and surplice.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Cold-Weather Outfit",
    "category": "clothing",
    "price": "8 gp",
    "weight": "7 lbs.1",
    "description": "This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Courtier's Outfit",
    "category": "clothing",
    "price": "30 gp",
    "weight": "6 lbs.1",
    "description": "This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (-2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Entertainer's Outfit",
    "category": "clothing",
    "price": "3 gp",
    "weight": "4 lbs.1",
    "description": "This set of flashy--perhaps even gaudy--clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Explorer's Outfit",
    "category": "clothing",
    "price": "10 gp",
    "weight": "8 lbs.1",
    "description": "This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Monk's Outfit",
    "category": "clothing",
    "price": "5 gp",
    "weight": "2 lbs.1",
    "description": "This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Noble's Outfit",
    "category": "clothing",
    "price": "75 gp",
    "weight": "10 lbs.1",
    "description": "These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Peasant's Outfit",
    "category": "clothing",
    "price": "1 sp",
    "weight": "2 lbs.1",
    "description": "This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Royal Outfit",
    "category": "clothing",
    "price": "200 gp",
    "weight": "15 lbs.1",
    "description": "This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Scholar's Outfit",
    "category": "clothing",
    "price": "5 gp",
    "weight": "6 lbs.1",
    "description": "Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Traveler's Outfit",
    "category": "clothing",
    "price": "1 gp",
    "weight": "5 lbs.1",
    "description": "This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.",
    "stats": {
      "null": {
        "Gear Type": "Clothing"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Inn",
    "category": "food-lodging",
    "price": "",
    "weight": "",
    "description": "Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.",
    "stats": {
      "Poor": {
        "Price": "2 sp/per day"
      },
      "null": {
        "Gear Type": "Food, Drink, and Lodging",
        "Weight": "—"
      },
      "Good": {
        "Price": "2 gp/per day"
      },
      "Common": {
        "Price": "5 sp/per day"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Meals",
    "category": "food-lodging",
    "price": "",
    "weight": "",
    "description": "Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.",
    "stats": {
      "Poor": {
        "Price": "1 sp/per day",
        "Weight": "—"
      },
      "Good": {
        "Price": "5 sp/per day",
        "Weight": "—"
      },
      "Wine, Fine": {
        "Price": "10 gp/bottle",
        "Weight": "1-1/2 lbs."
      },
      "Ale, Gallon": {
        "Price": "2 sp",
        "Weight": "8 lbs."
      },
      "Meat, Chunk of": {
        "Price": "3 sp",
        "Weight": "1/2 lb."
      },
      "Wine, Common": {
        "Price": "2 sp/pitcher",
        "Weight": "6 lbs."
      },
      "Bread, Loaf of": {
        "Price": "2 cp",
        "Weight": "1/2 lb."
      },
      "Ale, Mug": {
        "Price": "4 cp",
        "Weight": "1 lb."
      },
      "Cheese, Hunk of": {
        "Price": "1 sp",
        "Weight": "1/2 lb."
      },
      "null": {
        "Gear Type": "Food, Drink, and Lodging"
      },
      "Banquet": {
        "Price": "10 gp/per person",
        "Weight": "—"
      },
      "Common": {
        "Price": "3 sp/per day",
        "Weight": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Barding, Medium Creature and Large Creature",
    "category": "mount",
    "price": "",
    "weight": "",
    "description": "Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields.\n\nArmor for a horse (a Large nonhumanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much (see Table: Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.\n\nFlying mounts can't fly in medium or heavy barding.\n\nRemoving and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than a rider and normal saddlebags.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      },
      "Large Creature": {
        "Price": "×42",
        "Weight": "×22"
      },
      "Medium Creature": {
        "Price": "×22",
        "Weight": "×12"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Bit and Bridle",
    "category": "mount",
    "price": "2 gp",
    "weight": "1 lb.",
    "description": "This is headgear used by a rider to control a mount. Bit and bridles for horses, ponies, and riding dogs can be readily purchased in most settlements and bits and bridles can be crafted for any creature that serves as a mount.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Dog, Guard",
    "category": "mount",
    "price": "25 gp",
    "weight": "—",
    "description": "This Small, combat-trained dog is bred for battle; breeders favor strength, a thick body, and a low center of gravity. Guard dogs are sold in most large cities and some cultures use them for sport fighting or in some armies' special infantry.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Dog, Riding",
    "category": "mount",
    "price": "150 gp",
    "weight": "—",
    "description": "This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a combat-trained horse. Due to its smaller stature, you take no damage when you fall from a riding dog.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Donkey or Mule",
    "category": "mount",
    "price": "8 gp",
    "weight": "—",
    "description": "Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Feed",
    "category": "mount",
    "price": "5 cp/per day",
    "weight": "10 lbs.",
    "description": "Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is better. If you have a riding dog, you have to feed it meat.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Horse",
    "category": "mount",
    "price": "",
    "weight": "",
    "description": "A horse is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.\n\nA war-trained horse can be ridden into combat without danger. See the Handle Animal skill for a list of tricks known by horses and ponies with combat training.",
    "stats": {
      "Heavy": {
        "Price": "200 gp"
      },
      "Pony": {
        "Price": "30 gp"
      },
      "Light": {
        "Price": "75 gp"
      },
      "Heavy, Combat Trained": {
        "Price": "300 gp"
      },
      "null": {
        "Gear Type": "Mounts and Related Gear",
        "Weight": "—"
      },
      "Light, Combat Trained": {
        "Price": "110 gp"
      },
      "Pony, Combat Trained": {
        "Price": "45 gp"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Saddlebags",
    "category": "mount",
    "price": "4 gp",
    "weight": "8 lbs.",
    "description": "These sturdy, weatherproof bags are draped over a saddle to add extra carrying capacity. Each side of a saddlebag can typically carry 20 pound of items that can fit in the bags. Saddlebags do not increase the amount of weight a mount can carry; they merely give riders a place to stow their equipment.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Saddle, Exotic",
    "category": "mount",
    "price": "",
    "weight": "",
    "description": "An exotic saddle is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.",
    "stats": {
      "Riding": {
        "Price": "30 gp",
        "Weight": "30 lbs."
      },
      "null": {
        "Gear Type": "Mounts and Related Gear"
      },
      "Pack": {
        "Price": "15 gp",
        "Weight": "20 lbs."
      },
      "Military": {
        "Price": "60 gp",
        "Weight": "40 lbs."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Saddle, Military",
    "category": "mount",
    "price": "20 gp",
    "weight": "30 lbs.",
    "description": "This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Saddle, Pack",
    "category": "mount",
    "price": "5 gp",
    "weight": "15 lbs.",
    "description": "A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Saddle, Riding",
    "category": "mount",
    "price": "10 gp",
    "weight": "25 lbs.",
    "description": "If you are knocked unconscious while in a riding saddle, you have a 50% chance to stay in the saddle.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Stabling",
    "category": "mount",
    "price": "5 sp/per day",
    "weight": "—",
    "description": "This is the amount it costs to stable a single creature that is Large or smaller for one day, at a typical stable or hostler. Particularly fancy stables may cost more, and larger or more exotic creatures cost double.",
    "stats": {
      "null": {
        "Gear Type": "Mounts and Related Gear"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Coach Cab",
    "category": "service",
    "price": "3 cp per mile",
    "weight": "",
    "description": "The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Hireling, Trained",
    "category": "service",
    "price": "3 sp per day",
    "weight": "",
    "description": "The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Hireling, Untrained",
    "category": "service",
    "price": "1 sp per day",
    "weight": "",
    "description": "The amount shown is the typical daily wage for laborers, maids, and other menial workers.",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Messenger",
    "category": "service",
    "price": "2 cp per mile",
    "weight": "",
    "description": "This includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Road or Gate Toll",
    "category": "service",
    "price": "1 cp",
    "weight": "",
    "description": "A toll is sometimes charged to cross a well-kept and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large, walled city charges a toll to enter or exit (or sometimes just to enter).",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Ship's Passage",
    "category": "service",
    "price": "1 sp per mile",
    "weight": "",
    "description": "Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spellcasting",
    "category": "service",
    "price": "Caster level × spell level × 10 gp3",
    "weight": "",
    "description": "The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him, and the default answer is no.\n\nThe cost given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.\n\nFurthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster.\n\nIn addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.",
    "stats": {
      "null": {
        "Gear Type": "Spellcasting and Services"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Acid (flask)",
    "price": "10 gp",
    "weight": "1 lb.",
    "category": "special-substance"
  },
  {
    "name": "Alchemist's fire (flask)",
    "price": "20 gp",
    "weight": "1 lb.",
    "category": "special-substance"
  },
  {
    "name": "Antitoxin (vial)",
    "price": "50 gp",
    "weight": null,
    "category": "special-substance"
  },
  {
    "name": "Everburning torch",
    "price": "110 gp",
    "weight": "1 lb.",
    "category": "special-substance"
  },
  {
    "name": "Holy water (flask)",
    "price": "25 gp",
    "weight": "1 lb.",
    "category": "special-substance"
  },
  {
    "name": "Smokestick",
    "price": "20 gp",
    "weight": "1/2 lb.",
    "category": "special-substance"
  },
  {
    "name": "Sunrod",
    "price": "2 gp",
    "weight": "1 lb.",
    "category": "special-substance"
  },
  {
    "name": "Tanglefoot bag",
    "price": "50 gp",
    "weight": "4 lbs.",
    "category": "special-substance"
  },
  {
    "name": "Thunderstone",
    "price": "30 gp",
    "weight": "1 lb.",
    "category": "special-substance"
  },
  {
    "name": "Tindertwig",
    "price": "1 gp",
    "weight": null,
    "category": "special-substance"
  },
  {
    "name": "Alchemist's Lab",
    "category": "tool",
    "price": "200 gp",
    "weight": "40 lbs.",
    "description": "This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Artisan's Tools",
    "category": "tool",
    "price": "5 gp",
    "weight": "5 lbs.",
    "description": "These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Artisan's Tools, Masterwork",
    "category": "tool",
    "price": "55 gp",
    "weight": "5 lbs.",
    "description": "These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Climber's Kit",
    "category": "tool",
    "price": "80 gp",
    "weight": "5 lbs.1",
    "description": "These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Disguise Kit",
    "category": "tool",
    "price": "50 gp",
    "weight": "8 lbs.1",
    "description": "The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Healer's Kit",
    "category": "tool",
    "price": "50 gp",
    "weight": "1 lb.",
    "description": "This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Holly and Mistletoe",
    "category": "tool",
    "price": "—",
    "weight": "—",
    "description": "Druids commonly use these plants as divine focuses when casting spells.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Holy Symbol, Silver or Wooden",
    "category": "tool",
    "price": "",
    "weight": "",
    "description": "A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.",
    "stats": {
      "Wooden": {
        "Price": "1 gp",
        "Weight": "—"
      },
      "null": {
        "Gear Type": "Tools and Skill Kits"
      },
      "Silver": {
        "Price": "25 gp",
        "Weight": "1 lb."
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Magnifying Glass",
    "category": "tool",
    "price": "100 gp",
    "weight": "—",
    "description": "This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. 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. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Musical Instrument, Common or Masterwork",
    "category": "tool",
    "price": "",
    "weight": "",
    "description": "A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits",
        "Weight": "3 lbs.1"
      },
      "Masterwork": {
        "Price": "100 gp"
      },
      "Common": {
        "Price": "5 gp"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Scale, Merchant's",
    "category": "tool",
    "price": "2 gp",
    "weight": "1 lb.",
    "description": "A merchant's scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spell Component Pouch",
    "category": "tool",
    "price": "5 gp",
    "weight": "2 lbs.",
    "description": "A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spellbook, Wizard's",
    "category": "tool",
    "price": "15 gp/blank",
    "weight": "3 lbs.",
    "description": "A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Thieves' Tools",
    "category": "tool",
    "price": "30 gp",
    "weight": "1 lb.",
    "description": "This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a -2 circumstance penalty on Disable Device checks.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Thieves' Tools, Masterwork",
    "category": "tool",
    "price": "100 gp",
    "weight": "2 lbs.",
    "description": "This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Tool, Masterwork",
    "category": "tool",
    "price": "50 gp",
    "weight": "1 lb.",
    "description": "This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.",
    "stats": {
      "null": {
        "Gear Type": "Tools and Skill Kits"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Carriage",
    "category": "transport",
    "price": "100 gp",
    "weight": "600 lbs.",
    "description": "This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Cart",
    "category": "transport",
    "price": "15 gp",
    "weight": "200 lbs.",
    "description": "This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Galley",
    "category": "transport",
    "price": "30,000 gp",
    "weight": "—",
    "description": "This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Keelboat",
    "category": "transport",
    "price": "3,000 gp",
    "weight": "—",
    "description": "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. It has a crew of 8 to 15 and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Longship",
    "category": "transport",
    "price": "10,000 gp",
    "weight": "—",
    "description": "This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Rowboat",
    "category": "transport",
    "price": "50 gp",
    "weight": "100 lbs.",
    "description": "This 8- to 12-foot-long boat with two oars holds two or three Medium passengers. It moves about 1-1/2 miles per hour.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Oar",
    "category": "transport",
    "price": "2 gp",
    "weight": "10 lbs.",
    "description": "A standard wooden oar used to propel a boat.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sailing Ship",
    "category": "transport",
    "price": "10,000 gp",
    "weight": "—",
    "description": "This large, seaworthy ship is 75 to 90 feet long and 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sled",
    "category": "transport",
    "price": "20 gp",
    "weight": "300 lbs.",
    "description": "This is a wagon on runners for snow and ice travel. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Wagon",
    "category": "transport",
    "price": "35 gp",
    "weight": "400 lbs.",
    "description": "A four-wheeled, open vehicle for transporting heavy loads. Two horses (or other beasts of burden) must draw it. A wagon comes with the harness needed to pull it.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Warship",
    "category": "transport",
    "price": "25,000 gp",
    "weight": "—",
    "description": "This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.",
    "stats": {
      "null": {
        "Gear Type": "Transport"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Arrows",
    "category": "weapon",
    "price": "1 gp/20",
    "weight": "3 lbs.",
    "description": "An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.",
    "stats": {
      "Weapon": {
        "Proficiency": "Martial Weapons",
        "Weapon Class": "Ranged Weapons"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Axe, Orc Double",
    "category": "weapon",
    "price": "60 gp",
    "weight": "15 lbs.",
    "description": "A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "double",
        "Dmg (S)": "1d6/1d6",
        "Proficiency": "Exotic Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d8/1d8",
        "Dmg (L)": "2d6/2d6",
        "Type": "S",
        "Dmg (T)": "1d4/1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Battleaxe",
    "category": "weapon",
    "price": "10 gp",
    "weight": "6 lbs.",
    "description": "The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "S",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Blowgun",
    "category": "weapon",
    "price": "2 gp",
    "weight": "1 lb.",
    "description": "Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poison.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1",
        "Proficiency": "Simple Weapons",
        "Range": "20 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d2",
        "Dmg (L)": "1d3",
        "Type": "P",
        "Dmg (T)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Blowgun Darts",
    "category": "weapon",
    "price": "5 sp/10",
    "weight": "—",
    "description": "The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.",
    "stats": {
      "Weapon": {
        "Proficiency": "Simple Weapons",
        "Weapon Class": "Ranged Weapons"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Bolas",
    "category": "weapon",
    "price": "5 gp",
    "weight": "2 lbs.",
    "description": "A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Special": "nonlethal, trip",
        "Dmg (S)": "1d3",
        "Proficiency": "Exotic Weapons",
        "Range": "10 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Bolts",
    "category": "weapon",
    "price": "1 gp/5",
    "weight": "1 lb.",
    "description": "A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Proficiency": "Exotic Weapons"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Bullets, Sling",
    "category": "weapon",
    "price": "1 sp/10",
    "weight": "5 lbs.",
    "description": "Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Proficiency": "Exotic Weapons"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Chain, Spiked",
    "category": "weapon",
    "price": "25 gp",
    "weight": "10 lbs.",
    "description": "A spiked chain is about 4 feet in length, covered in wicked barbs. 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.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "disarm, trip",
        "Dmg (S)": "1d6",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "2d4",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Club",
    "category": "weapon",
    "price": "—",
    "weight": "3 lbs.",
    "description": "This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Simple Weapons",
        "Range": "10 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "B",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Crossbow, Hand",
    "category": "weapon",
    "price": "100 gp",
    "weight": "2 lbs.",
    "description": "You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.\n\nYou can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Exotic Weapons",
        "Range": "30 ft.",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Crossbow, Heavy",
    "category": "weapon",
    "price": "50 gp",
    "weight": "8 lbs.",
    "description": "You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.\n\nNormally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d8",
        "Proficiency": "Simple Weapons",
        "Range": "120 ft.",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "P",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Crossbow, Light",
    "category": "weapon",
    "price": "35 gp",
    "weight": "4 lbs.",
    "description": "You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.\n\nNormally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Simple Weapons",
        "Range": "80 ft.",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Crossbow, Repeating Heavy",
    "category": "weapon",
    "price": "400 gp",
    "weight": "12 lbs.",
    "description": "The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.\n\nYou can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d8",
        "Proficiency": "Exotic Weapons",
        "Range": "120 ft.",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "P",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Crossbow, Repeating Light",
    "category": "weapon",
    "price": "250 gp",
    "weight": "6 lbs.",
    "description": "The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.\n\nYou can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Exotic Weapons",
        "Range": "80 ft.",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Curve Blade, Elven",
    "category": "weapon",
    "price": "80 gp",
    "weight": "7 lbs.",
    "description": "Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.\n\nYou can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn't a light weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Dmg (S)": "1d8",
        "Proficiency": "Exotic Weapons",
        "Critical": "18–20/×2",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Dagger",
    "category": "weapon",
    "price": "2 gp",
    "weight": "1 lb.",
    "description": "A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Simple Weapons",
        "Range": "10 ft.",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P or S",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Dagger, Punching",
    "category": "weapon",
    "price": "2 gp",
    "weight": "1 lb.",
    "description": "A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Simple Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Dart",
    "category": "weapon",
    "price": "5 sp",
    "weight": "1/2 lb.",
    "description": "This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Simple Weapons",
        "Range": "20 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Falchion",
    "category": "weapon",
    "price": "75 gp",
    "weight": "8 lbs.",
    "description": "This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "18–20/×2",
        "Dmg (M)": "2d4",
        "Dmg (L)": "2d6",
        "Type": "S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Flail",
    "category": "weapon",
    "price": "8 gp",
    "weight": "5 lbs.",
    "description": "A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Special": "disarm, trip",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "B",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Flail, Dire",
    "category": "weapon",
    "price": "90 gp",
    "weight": "10 lbs.",
    "description": "A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "disarm, double, trip",
        "Dmg (S)": "1d6/1d6",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d8/1d8",
        "Dmg (L)": "2d6/2d6",
        "Type": "B",
        "Dmg (T)": "1d4/1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Flail, Heavy",
    "category": "weapon",
    "price": "15 gp",
    "weight": "10 lbs.",
    "description": "Similar to a flail, a heavy flail has a larger metal ball and a longer handle.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "disarm, trip",
        "Dmg (S)": "1d8",
        "Proficiency": "Martial Weapons",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "B",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Gauntlet",
    "category": "weapon",
    "price": "2 gp",
    "weight": "1 lb.",
    "description": "This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Unarmed Attacks",
        "Dmg (S)": "1d2",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d3",
        "Dmg (L)": "1d4",
        "Type": "B",
        "Dmg (T)": "1"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Gauntlet, Spiked",
    "category": "weapon",
    "price": "5 gp",
    "weight": "1 lb.",
    "description": "The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Glaive",
    "category": "weapon",
    "price": "8 gp",
    "weight": "10 lbs.",
    "description": "A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "reach",
        "Dmg (S)": "1d8",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Greataxe",
    "category": "weapon",
    "price": "20 gp",
    "weight": "12 lbs.",
    "description": "This two-handed battle axe is heavy enough that you can't wield it with one hand. The head may have one blade or two, and may be \"bearded\" (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Dmg (S)": "1d10",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d12",
        "Dmg (L)": "3d6",
        "Type": "S",
        "Dmg (T)": "1d10"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Greatclub",
    "category": "weapon",
    "price": "5 gp",
    "weight": "8 lbs.",
    "description": "This larger, bulkier version of the common club is heavy enough that you can't wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Dmg (S)": "1d8",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "B",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Greatsword",
    "category": "weapon",
    "price": "50 gp",
    "weight": "8 lbs.",
    "description": "This immense two-handed sword is about 5 feet in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Dmg (S)": "1d10",
        "Proficiency": "Martial Weapons",
        "Critical": "19–20/×2",
        "Dmg (M)": "2d6",
        "Dmg (L)": "3d6",
        "Type": "S",
        "Dmg (T)": "1d8"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Guisarme",
    "category": "weapon",
    "price": "9 gp",
    "weight": "12 lbs.",
    "description": "A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "reach, trip",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "2d4",
        "Dmg (L)": "2d6",
        "Type": "S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Halberd",
    "category": "weapon",
    "price": "10 gp",
    "weight": "12 lbs.",
    "description": "A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "brace, trip",
        "Dmg (S)": "1d8",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "P or S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Hammer, Gnome Hooked",
    "category": "weapon",
    "price": "20 gp",
    "weight": "6 lbs.",
    "description": "A gnome hooked hammer is a double weapon--an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "double, trip",
        "Dmg (S)": "1d6/1d4",
        "Proficiency": "Exotic Weapons",
        "Critical": "×3/×4",
        "Dmg (M)": "1d8/1d6",
        "Dmg (L)": "2d6/1d8",
        "Type": "B or P",
        "Dmg (T)": "1d4/1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Handaxe",
    "category": "weapon",
    "price": "6 gp",
    "weight": "3 lbs.",
    "description": "This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "S",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Heavy Pick",
    "category": "weapon",
    "price": "8 gp",
    "weight": "6 lbs.",
    "description": "This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "×4",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Javelin",
    "category": "weapon",
    "price": "1 gp",
    "weight": "2 lbs.",
    "description": "A javelin is a thin throwing spear . Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Simple Weapons",
        "Range": "30 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Kama",
    "category": "weapon",
    "price": "2 gp",
    "weight": "2 lbs.",
    "description": "Similar to a sickle, a kama is a short, curved blade attached to a simple handle.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Special": "monk, trip",
        "Dmg (S)": "1d4",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "S",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Kukri",
    "category": "weapon",
    "price": "8 gp",
    "weight": "2 lbs.",
    "description": "A kukri is a curved blade, about 1 foot in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Critical": "18–20/×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "S",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Lance",
    "category": "weapon",
    "price": "10 gp",
    "weight": "10 lbs.",
    "description": "A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "reach",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Light Hammer",
    "category": "weapon",
    "price": "1 gp",
    "weight": "2 lbs.",
    "description": "A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Range": "20 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Light Pick",
    "category": "weapon",
    "price": "4 gp",
    "weight": "3 lbs.",
    "description": "This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armor-piercing spike and a hammerlike counterweight.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Critical": "×4",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Longbow",
    "category": "weapon",
    "price": "75 gp",
    "weight": "3 lbs.",
    "description": "At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Range": "100 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Longbow, Composite",
    "category": "weapon",
    "price": "100 gp",
    "weight": "3 lbs.",
    "description": "You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow 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. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.\n\nFor purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Range": "110 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Longspear",
    "category": "weapon",
    "price": "5 gp",
    "weight": "9 lbs.",
    "description": "A longspear is about 8 feet in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "brace, reach",
        "Dmg (S)": "1d6",
        "Proficiency": "Simple Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Longsword",
    "category": "weapon",
    "price": "15 gp",
    "weight": "4 lbs.",
    "description": "This sword is about 3-1/2 feet in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "S",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Mace",
    "category": "weapon",
    "price": "5 gp",
    "weight": "4 lbs.",
    "description": "A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "B",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Mace, Heavy",
    "category": "weapon",
    "price": "12 gp",
    "weight": "8 lbs.",
    "description": "A heavy mace has a larger head and a longer handle than a normal mace.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "B",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Morningstar",
    "category": "weapon",
    "price": "8 gp",
    "weight": "6 lbs.",
    "description": "A morningstar is a spiked metal ball, affixed to the top of a long handle.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "B and P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Net",
    "category": "weapon",
    "price": "20 gp",
    "weight": "6 lbs.",
    "description": "A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.\n\nAn entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.\n\nA net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.",
    "stats": {
      "Weapon": {
        "Proficiency": "Exotic Weapons",
        "Weapon Class": "Ranged Weapons",
        "Range": "10 ft.",
        "Hit Points": "5",
        "Burst": "DC 25 Strength Check"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Nunchaku",
    "category": "weapon",
    "price": "2 gp",
    "weight": "2 lbs.",
    "description": "A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Special": "disarm, monk",
        "Dmg (S)": "1d4",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "B",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Quarterstaff",
    "category": "weapon",
    "price": "—",
    "weight": "4 lbs.",
    "description": "A quarterstaff is a simple piece of wood, about 5 feet in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "double, monk",
        "Dmg (S)": "1d4/1d4",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6/1d6",
        "Dmg (L)": "1d8/1d8",
        "Type": "B",
        "Dmg (T)": "1d3/1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Ranseur",
    "category": "weapon",
    "price": "10 gp",
    "weight": "12 lbs.",
    "description": "Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "disarm, reach",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "2d4",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Rapier",
    "category": "weapon",
    "price": "20 gp",
    "weight": "2 lbs.",
    "description": "You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "18–20/×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sai",
    "category": "weapon",
    "price": "1 gp",
    "weight": "1 lb.",
    "description": "A sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy's weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Special": "disarm, monk",
        "Dmg (S)": "1d3",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sap",
    "category": "weapon",
    "price": "1 gp",
    "weight": "2 lbs.",
    "description": "This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Special": "nonlethal",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "B",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Scimitar",
    "category": "weapon",
    "price": "15 gp",
    "weight": "4 lbs.",
    "description": "This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "18–20/×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "S",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Scythe",
    "category": "weapon",
    "price": "18 gp",
    "weight": "10 lbs.",
    "description": "This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. Its connotations as a symbol of death due to its association with reaping also make the scythe a particularly intimidating weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "trip",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×4",
        "Dmg (M)": "2d4",
        "Dmg (L)": "2d6",
        "Type": "P or S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Heavy",
    "category": "weapon",
    "price": "special",
    "weight": "special",
    "description": "You can bash with a shield instead of using it for defense.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shield, Light",
    "category": "weapon",
    "price": "special",
    "weight": "special",
    "description": "You can bash with a shield instead of using it for defense.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d2",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d3",
        "Dmg (L)": "1d4",
        "Type": "B",
        "Dmg (T)": "1"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shortbow",
    "category": "weapon",
    "price": "30 gp",
    "weight": "2 lbs.",
    "description": "A shortbow is made up of one piece of wood, about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Range": "60 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shortbow, Composite",
    "category": "weapon",
    "price": "75 gp",
    "weight": "2 lbs.",
    "description": "You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. 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. Each point of Strength bonus granted by the bow adds 75 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. \n\nFor purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Range": "70 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shortspear",
    "category": "weapon",
    "price": "1 gp",
    "weight": "3 lbs.",
    "description": "A shortspear is about 3 feet in length, making it a suitable thrown weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Simple Weapons",
        "Range": "20 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shortsword",
    "category": "weapon",
    "price": "10 gp",
    "weight": "2 lbs.",
    "description": "This sword is about 2 feet in length.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Shuriken",
    "category": "weapon",
    "price": "1 gp/5",
    "weight": "1/2 lb.",
    "description": "A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Special": "monk",
        "Dmg (S)": "1",
        "Proficiency": "Exotic Weapons",
        "Range": "10 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d2",
        "Dmg (L)": "1d3",
        "Type": "P",
        "Dmg (T)": "—"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Siangham",
    "category": "weapon",
    "price": "3 gp",
    "weight": "1 lb.",
    "description": "This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Special": "monk",
        "Dmg (S)": "1d4",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sickle",
    "category": "weapon",
    "price": "6 gp",
    "weight": "2 lbs.",
    "description": "Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent's limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent's flesh.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Special": "trip",
        "Dmg (S)": "1d4",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "S",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sling",
    "category": "weapon",
    "price": "—",
    "weight": "—",
    "description": "A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.\n\nYou can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Simple Weapons",
        "Range": "50 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "B",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sling Staff, Halfling",
    "category": "weapon",
    "price": "20 gp",
    "weight": "3 lbs.",
    "description": "Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity.\n\nYou can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.\n\nA halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Ranged Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Exotic Weapons",
        "Range": "80 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "B",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spear",
    "category": "weapon",
    "price": "2 gp",
    "weight": "6 lbs.",
    "description": "A spear is 5 feet in length and can be thrown.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "brace",
        "Dmg (S)": "1d6",
        "Proficiency": "Simple Weapons",
        "Range": "20 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spiked Armor",
    "category": "weapon",
    "price": "special",
    "weight": "special",
    "description": "You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor, below, for details.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spiked Shield, Heavy",
    "category": "weapon",
    "price": "special",
    "weight": "special",
    "description": "You can bash with a spiked shield instead of using it for defense.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "P",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Spiked Shield, Light",
    "category": "weapon",
    "price": "special",
    "weight": "special",
    "description": "You can bash with a spiked shield instead of using it for defense.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Starknife",
    "category": "weapon",
    "price": "24 gp",
    "weight": "3 lbs.",
    "description": "From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d3",
        "Proficiency": "Martial Weapons",
        "Range": "20 ft.",
        "Critical": "×3",
        "Dmg (M)": "1d4",
        "Dmg (L)": "1d6",
        "Type": "P",
        "Dmg (T)": "1d2"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Strike, Unarmed",
    "category": "weapon",
    "price": "—",
    "weight": "—",
    "description": "A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.\n\nAn unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat).",
    "stats": {
      "Weapon": {
        "Weapon Class": "Unarmed Attacks",
        "Special": "nonlethal",
        "Dmg (S)": "1d2",
        "Proficiency": "Simple Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d3",
        "Dmg (L)": "1d4",
        "Type": "B",
        "Dmg (T)": "1"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sword, Bastard",
    "category": "weapon",
    "price": "35 gp",
    "weight": "6 lbs.",
    "description": "A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d8",
        "Proficiency": "Exotic Weapons",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Sword, Two-Bladed",
    "category": "weapon",
    "price": "100 gp",
    "weight": "10 lbs.",
    "description": "A two-bladed sword is a double weapon--twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "double",
        "Dmg (S)": "1d6/1d6",
        "Proficiency": "Exotic Weapons",
        "Critical": "19–20/×2",
        "Dmg (M)": "1d8/1d8",
        "Dmg (L)": "2d6/2d6",
        "Type": "S",
        "Dmg (T)": "1d4/1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Throwing Axe",
    "category": "weapon",
    "price": "8 gp",
    "weight": "2 lbs.",
    "description": "This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. Throwing axes have a variety of alternative names, including franciscas, tomahawks, and more. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Light Melee Weapons",
        "Dmg (S)": "1d4",
        "Proficiency": "Martial Weapons",
        "Range": "10 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d6",
        "Dmg (L)": "1d8",
        "Type": "S",
        "Dmg (T)": "1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Trident",
    "category": "weapon",
    "price": "15 gp",
    "weight": "4 lbs.",
    "description": "A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Special": "brace",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Range": "10 ft.",
        "Critical": "×2",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "P",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Urgrosh, Dwarven",
    "category": "weapon",
    "price": "50 gp",
    "weight": "12 lbs.",
    "description": "A dwarven urgrosh is a double weapon--an axe head and a spear point on opposite ends of a long haft. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.",
    "stats": {
      "Weapon": {
        "Weapon Class": "Two-Handed Melee Weapons",
        "Special": "brace, double",
        "Dmg (S)": "1d6/1d4",
        "Proficiency": "Exotic Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d8/1d6",
        "Dmg (L)": "2d6/1d8",
        "Type": "P or S",
        "Dmg (T)": "1d4/1d3"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Waraxe, Dwarven",
    "category": "weapon",
    "price": "30 gp",
    "weight": "8 lbs.",
    "description": "A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d8",
        "Proficiency": "Exotic Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d10",
        "Dmg (L)": "2d8",
        "Type": "S",
        "Dmg (T)": "1d6"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Warhammer",
    "category": "weapon",
    "price": "12 gp",
    "weight": "5 lbs.",
    "description": "This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter's hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Dmg (S)": "1d6",
        "Proficiency": "Martial Weapons",
        "Critical": "×3",
        "Dmg (M)": "1d8",
        "Dmg (L)": "2d6",
        "Type": "B",
        "Dmg (T)": "1d4"
      }
    },
    "source": "Core Rulebook"
  },
  {
    "name": "Whip",
    "category": "weapon",
    "price": "1 gp",
    "weight": "2 lbs.",
    "description": "A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).\n\nUsing a whip provokes an attack of opportunity, just as if you had used a ranged weapon.\n\nYou can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.",
    "stats": {
      "Weapon": {
        "Weapon Class": "One-Handed Melee Weapons",
        "Special": "disarm, nonlethal, reach, trip",
        "Dmg (S)": "1d2",
        "Proficiency": "Exotic Weapons",
        "Critical": "×2",
        "Dmg (M)": "1d3",
        "Dmg (L)": "1d4",
        "Type": "S",
        "Dmg (T)": "1"
      }
    },
    "source": "Core Rulebook"
  }
]
