Pathfinder Roleplaying Game: Ultimate Equipment (OGL)

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Pathfinder Roleplaying Game: Ultimate Equipment (OGL)
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Choose your weapon and stride boldly into battle with Pathfinder RPG Ultimate Equipment! Within this handy, all-in-one reference, you'll find 400 jam-packed pages of magic items and adventuring gear, from simple camping equipment and weapons up to the most earth-shaking artifacts. Included as well are handy rules references, convenient price lists, and extensive random treasure generation tables, all organized to help you find what you need, when you need it. With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.

Pathfinder RPG Ultimate Equipment is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Pathfinder RPG Ultimate Equipment includes:

  • Thousands of items both magical and mundane, including the best weapons, armors, magic items, and gear from the Pathfinder RPG hardcover line and select other Pathfinder sources, as well as hundreds of never-before-seen items.
  • Tons of special materials and magical abilities to help you create exactly the magic item you've been looking for.
  • A wealth of specific magic items, organized by type to ensure your character is always wearing as much magic as possible.
  • An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.
  • New alchemical weapons, tools, and poisons.
  • Kits to help your character get the most out of her skills or profession, plus new mounts, animal companions, and retainers.
  • Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.
  • ... and much, much more!

ISBN-13: 978-1-60125-449-8

Errata
Last Updated - 5/19/2016

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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If It's Not Here, You Probably Don't Need It

5/5

Ultimate Equipment is a whopping, 400-page collection of stuff to kit out your Pathfinder character. With stats and prices included for everything, the book is a shopper’s dream. It compiles, occasionally revises, and significantly expands the gear options from previous Pathfinder hardcovers as well as various other Paizo products. The book doesn’t have *everything*, of course—new books continued to be published after it, containing new items—but it does have a wealth of gear for the vast majority of characters and builds. The lists of items and their descriptions is broken up with a lot of illustrations, and the book is in full-colour. Structurally, the book is sectioned into an introduction, six chapters, and three appendices (plus an index, crucial for a book like this).

The book’s introduction is just two pages long. It starts by going over where the items in the book are drawn from, noting that there are also several new ones (it’s great to see several contributions from the RPG Superstar contests). Each chapter then gets a paragraph or two of description, but the structure of the book is pretty self-explanatory.

Chapter 1 is Arms & Armor, surely the most visited part of the book. The 46 pages of material here cover all of the well-known weapons and armor in the game, but also includes a *lot* of fairly obscure ones. There are good descriptions of the equipment and helpful, clearly-written refresher on rules elements related to them (so you don’t have to switch to the Core Rulebook to remember what Armor Check Penalty affects, for example). There’s an extensive overview of the firearms rules, an organisation of the fighter weapon groups, a section on special materials (including some really interesting ones!), and a section for gear made of primitive material like bone or stone.

Chapter 2 is Gear and comes in at 56 pages. Everything from general adventuring gear (like rope) to mounts to clothing to lodging and services are covered here. Alchemical items receive several pages of coverage (a lot of the alchemical remedies are as good as spellcasting, and much cheaper), and there’s a couple of pages on poisons (with a good, clear explanation of how they work). I’ve always found particular value from the section on services—the book has costs for things like hiring a lawyer, a doctor, or a scribe. A lot of players (i.e., those not as interested in equipment) will appreciate the expanded list of class kits to get things done quickly.

Chapter 3 is Magic Arms and Armor and is 38 pages long. This chapter has weapon and armor special abilities as well as specific named weapons and armor. Some of the named weapons are really cool because they can do some things you just can’t do with the generic list of special abilities. Other items I noticed were things like folding plate (a brooch that instantly covers or removes a suit of full plate mail—like Iron Man in the movies!) and burrowing bullets (staggers living creatures as it burrows through their body).

Chapter 4 is Rings, Rods, and Staves (28 pages). I find most of the items in this chapter too expensive with effects easily duplicated more cheaply elsewhere. Most staffs, for example, just aren’t worth it apart from the few with one-of-a-kind abilities. On the other hand, the metamagic rods are surprisingly cheap for the instant versatility they give spellcasters, and probably should have been priced higher.

Chapter 5 is Wondrous Items and is the longest in the book at 122 pages! The chapter is broken down into body slots, so it’s easy to find something to fill an empty slot on your inventory sheet. There’s a ton of fun things that one hardly ever sees because folks are too busy with optimising every +1 they can out of the game. Neat things I noticed include the belt of the weasel, the shirt of immolation, the cloak of fiery vanishing, the bracelet of friends (in case you *do* split the party), and abjurant salt (could be a real life-saver!).

Chapter 6 is the shortest chapter (26 pages) and covers Artifacts and Other Items. The “Other” category referred to consists of cursed and intelligent items. I’m not a fan of intelligent items--they require the GM to role-play an omnipresent NPC and their ability to cast spells makes the action economy of the game too unbalanced. On the other hand, I am the evil type of GM who likes cursed items, and wishes we saw more of them--classics like the berserker sword and innovations like the dust of sneezing and choking really twist things around! Artifacts aren’t something I’ve ever had much opportunity to use.

The three appendices contain *extensive* random tables to generate various types of treasure, gems, and art objects. If you want a random level 1 potion or level 4 wand, this is the place to come.

Everything in Ultimate Equipment is setting-neutral, so you don’t have to worry about adventure spoilers (unlike those naughty players who just start googling stuff!). The items are also better vetted, and I wish more tables just limited available options to this book. If you can’t find what you want here, you probably don’t really need it!


By far my favorite PF book

5/5

I didnt realize how much I would be using this book when I picked it up. It is by far one of the most valuable PF books available. Get it to add all the right contexts to your partys equipment.


2/5

I'm rather disappointed with Ultimate Equipment overall. It reminds me an awful lot of the 3.5 Magic Item Compendium, with insanely cheap items and an overabundance of swift actions.

I find UE nearly useless for treasure generation since "common" Core items end up being so rare, and 80% of what else it generates are broken (too powerful), over-exotically flavored, or too niche. The Treasure Tables themselves, while useful for certain situations, seem turn every NPC into a Christmas Tree of items, half of which I would have to look up to even know what they do.

There aren't quite so many over-powered/dirt-cheap items as the MIC, although the exceptions are pretty exceptional (e.g. the PFS-banned Quick Runner's Shirt and Bracers of the Falcon). At least it fixed the APG staff prices though, and yes, the layout is useful, though I find it encourages metagamy "fill every slot" mentality


excellent book

5/5

This is a great book for finding equipment when cashing out your loot in the game.


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Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Other fun toys.

Blue Book, Yeah, I'm getting one for the party Paladin :-)

Holy Symbol Tattoo.

Familiar Satchel (I need one for Rocky)

Holy Symbols from wood to Platnium, and ones with flasks and secret compartments.

Mock Armor, for when you don't want to look like a squishy wizard.

And that's just part of the mundane equipment


Wow, kids. Way to crap on the product thread.

EDIT: I mean to say, please move it to the other thread, thanks.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would have been perfectly content to leave it at my one first comment on the topic, maybe include the second one to clarify that, yes, I will get the PDF.


Nice book with lots of items new and old and also well orginized, easy to read and find things in, and a lot of useful treasure tables to boot. I am disapointed that we didn't get the Agile weapon property and the monk body wrap item is a joke but all in all I like this book. This is much more useful to me then some NPC codex book. I would still like to see a magical jester's cap.


Loving this book. One night with the pdf has me pretty confident that this hardcover will quickly become one of my most heavily utilized books. Really loving the layout and organization. Also, some geat new items to play with. Can't wait to actually hold it!

Shadow Lodge

Dragnmoon wrote:
Gully13 wrote:
No Dwarven Maulaxe? Do I have to remove this from my PFS character?
What book did you originally get it from?

The Maulaxe (Dwarven) was in the original campaign setting ... I never realized it didn't make it into the update. It is still listed on Hero Lab and the SRD as PFS compatible, but I'm guessing I have to find a new weapon?

Edit: Its also in the Adventurer's Armory (and the Errata) so I assume it is still PFS legal ... not sure why its not in the Equipment Guide.

The Exchange

I am trying to figure out the magic item roll charts. They listis lesser and greater on the charts and I have no idea what that is. I am trying to use the charts to roll up random magic items found in a city, but how do I determine if it's lesser or greater? Plus I don't like flipping to the main book to find random item generation roll on that chart then back to this book to roll.

RPG Superstar 2008 Top 32

I removed some bickering posts.


I'd be curious if anyone who worked on this book would be willing to mention what they did.

Ross, you too!

Contributor

warpi9 wrote:
I am trying to figure out the magic item roll charts. They listis lesser and greater on the charts and I have no idea what that is. I am trying to use the charts to roll up random magic items found in a city, but how do I determine if it's lesser or greater? Plus I don't like flipping to the main book to find random item generation roll on that chart then back to this book to roll.

Give me more information about what you mean (page numbers would be good) and I'll try to help you.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

1 person marked this as a favorite.
Cheapy wrote:

I'd be curious if anyone who worked on this book would be willing to mention what they did.

Ross, you too!

I don't have my copy yet, so I don't know what all of my stuff made it in! (or if they renamed any of it).

Most of what I wrote were slotless items. I know from the brief glance I got at PaizoCon that my void pennant made it through, and I think grave salt did as well. I also heard my Superstar Item, the steadfast gut-stone was making it in.

Also, from the preview blog, it looks like my maw of the wyrm and steel-mind cap are in, and the howling helm MIGHT be the howling hood I turned in (but I can't say for sure until I look at the stats).

The Exchange

Sean K Reynolds wrote:
warpi9 wrote:
I am trying to figure out the magic item roll charts. They listis lesser and greater on the charts and I have no idea what that is. I am trying to use the charts to roll up random magic items found in a city, but how do I determine if it's lesser or greater? Plus I don't like flipping to the main book to find random item generation roll on that chart then back to this book to roll.
Give me more information about what you mean (page numbers would be good) and I'll try to help you.

Under many of the magic item rolls, no specific pages as its on each item type, but it lists lesser minor or greater minor categories. I really wish it was all just under minor, not having the minor items separated into to different categories. Lesser and greater. I think it's for loot distribution, because there are charts toward the back that lists what should be given out for certain monsters etc, but I wouldve liked to seen just minor, medium, major. Not those split even more.

Contributor

Okay, giving me a page number would REALLY help here.

The Exchange

Sean K Reynolds wrote:
Okay, giving me a page number would REALLY help here.

Ok here goes. Pages 117, 125, 131, 135, 150, 151, 166, 167, 179, 193, 209, 215, 221, 225, 229, 235, 241, 249, 255, 263, 271, 277, 278, 279, 280, 370, 371, 372, 382.

I may have missed a table but that's most.

Shadow Lodge

Many of the skill kits have off weights with no mention as to why.

Sorc kit is listed at 19 lbs when the actual weight is 32 lbs
Pathfinder kit is off by half a pound when full and light
Wizard and witches kit is listed as 21 lbs when actual weight is 32 lbs

There are probably more but those are the few I've found, is there a reason for this or is this a misprint?

Contributor

warpi9 wrote:
Sean K Reynolds wrote:
Okay, giving me a page number would REALLY help here.
Ok here goes. Pages 117, 125, 131, 135, 150, 151, 166, 167, 179, 193, 209, 215, 221, 225, 229, 235, 241, 249, 255, 263, 271, 277, 278, 279, 280, 370, 371, 372, 382.

Okay, I only needed one page number as an example, but thanks. :)

There are two reasons why we broke things into smaller increments.

One, because the three increments in the Core Rulebook had a gp value range that was WAY too big to be of any use in creating random treasure hordes. Take the Wrist Slot Wondrous Items table (page 271) as an example. If you add together the two Minor tables (to get the range of items in the original Minor table in the Core Rulebook), you have items as low as 200 gp and as high as 7,900 gp. It's impossible to use that range to make an appropriate random hoard for an encounter. The average value of an item on that table would be about 4,000 gp (and that's ignoring weighting the results by % for each), which is about what you'd get for a CR 9 encounter. But you could just as easily roll a reward worth 200 gp or 7,900 gp, which throws off your average reward by a lot. And you certainly couldn't use that table to generate a CR 1 hoard (which should be worth about 260 gp) because there's a chance you'd end up with level 1 characters getting a 7,900 gp item... which means the GM would have to balance that out by going a LONG time without awarding any other treasure. So we broke the tables into smaller increments so you could have treasure ranges more appropriate to various CRs. And we kept the old minor/medium/major categories so it didn't invalidate the settlement system in the Core Rulebook (if we had defined the categories as A/B/C/D/E, you'd have no idea how to plug that into the settlements info in the Core Rulebook).

Two, with the addition of so many more items, some tables ended up with more than 100 entries, which means we couldn't roll d%. For example, you'll notice that the Minor Slotless items (pages 277-278) have about 120 items... and that doesn't even include the fifty-odd low-price items that used to be on the Minor Wondrous Items table in the Core Rulebook that we moved over to the Least Minor table to make more room (which also helped by creating a 50 gp-850 gp category to shift the floor of the minor items, which otherwise run from 1,000 gp to 7,500 gp). By breaking them into lesser/greater tables within each minor/medium/major category, it also gave us more room to assign different percentage values to more-common items (otherwise every item would have exacty 1% on the table, which means traditional items from the Core Rulebook would be just as common as weird specialized items from the APG, UC, and this book).

So that's why.

Contributor

doc the grey wrote:

Many of the skill kits have off weights with no mention as to why.

Sorc kit is listed at 19 lbs when the actual weight is 32 lbs
Pathfinder kit is off by half a pound when full and light
Wizard and witches kit is listed as 21 lbs when actual weight is 32 lbs
There are probably more but those are the few I've found, is there a reason for this or is this a misprint?

I know that some of it is because we didn't want to list separate entries for Small and Medium kits, and most of them contain items that have different weights and capacities for smaller creatures, so we determined an approximate middle value that would work for either size.

And some of it is because you can assume that the kit is built/packed/tied in an efficient way, so its relative bulk is less than its component parts bought separately.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

2 people marked this as a favorite.
Cheapy wrote:

I'd be curious if anyone who worked on this book would be willing to mention what they did.

Ross, you too!

If memory serves (stuff marked with an asterisk carries forth the concept I turned over but with different mechanics:

Special Materials: Elysian bronze, griffon mane, viridium
Armor/Shield properties: clangorous, grinding, impervious, mirrored, righteous*, stanching, titanic, unbound*, unrighteous*, vigilant*
Specific Armor: burglar's buckler, enchanted eelskin, morlock hide, otyugh hide, scarab breastplate
Specific Shields: burglar's buckler, Elysian shield (written for the ARG), force tower, volcanic shield
Weapon Properties: anchoring, called, courageous, defiant, dispelling (and greater dispelling), glamered, glorious, heartseeking, impact, impervious, lifesurge, nullifying, ominous, planar, seaborne, spellstealing (also the 'designating' property is very similar to a property I included called 'tracer' - though it may have turned into the 'tracer bullet' specific weapon)
Specific Weapons: blade of the rising sun, dragoncatch guisarme* (was originally a 'dragonflail'), dust bolt, earthenflail, fighter's fork, firedrake pistol, frostbite sling, hurricane staff, scimitar of the spellthief, triton's trident, warbringer

tired of looking... maybe will post more later... :)


Any new orc weapons? There haven't been any new ones since... ever. And when I saw the dwarf weapons in the ARG, I got my hopes up, but alas, no orc weapons there either.

RPG Superstar 2008 Top 32

1 person marked this as a favorite.
Cheapy wrote:
Ross, you too!

Chest: Endless bandoleer, poisoner's jacket (greater and lesser), shirt of immolation, unfettered shirt, spectral shroud (I cannot recall why hide from undead is in the requirements and gaseous form is not, but it was like that in my turnover too.)

Hands: Engineer's workgloves, gloves of shaping, gloves of the commanding conjurer (I forget the turnover name, but it was a pun on ruling with an iron fist)

Head: Cap of the free thinker, mitre of the heirophant, plague mask, stormlord's helm

Neck: Amulet of hidden strength, hand of stone, periapt of protection from curses

Rods: The grounding rod.

Slotless: The grim lantern, instant bridge, and of course seer's tea

Not counting the really cool stuff that ended up on the cutting room floor, of course.


You just listed 4 of my favorite items.

RPG Superstar 2008 Top 32

Cheapy wrote:
You just listed 4 of my favorite items.

I'm going to be vain and ask which ones.


Pathfinder Roleplaying Game Charter Superscriber

Awesome book!


yeah now getting into the magic items, fun stuff!

The Exchange

Ok makes sense now. Thanks for the response. It helped a lot.

Sean K Reynolds wrote:
warpi9 wrote:
Sean K Reynolds wrote:
Okay, giving me a page number would REALLY help here.
Ok here goes. Pages 117, 125, 131, 135, 150, 151, 166, 167, 179, 193, 209, 215, 221, 225, 229, 235, 241, 249, 255, 263, 271, 277, 278, 279, 280, 370, 371, 372, 382.

Okay, I only needed one page number as an example, but thanks. :)

There are two reasons why we broke things into smaller increments.

One, because the three increments in the Core Rulebook had a gp value range that was WAY too big to be of any use in creating random treasure hordes. Take the Wrist Slot Wondrous Items table (page 271) as an example. If you add together the two Minor tables (to get the range of items in the original Minor table in the Core Rulebook), you have items as low as 200 gp and as high as 7,900 gp. It's impossible to use that range to make an appropriate random hoard for an encounter. The average value of an item on that table would be about 4,000 gp (and that's ignoring weighting the results by % for each), which is about what you'd get for a CR 9 encounter. But you could just as easily roll a reward worth 200 gp or 7,900 gp, which throws off your average reward by a lot. And you certainly couldn't use that table to generate a CR 1 hoard (which should be worth about 260 gp) because there's a chance you'd end up with level 1 characters getting a 7,900 gp item... which means the GM would have to balance that out by going a LONG time without awarding any other treasure. So we broke the tables into smaller increments so you could have treasure ranges more appropriate to various CRs. And we kept the old minor/medium/major categories so it didn't invalidate the settlement system in the Core Rulebook (if we had defined the categories as A/B/C/D/E, you'd have no idea how to plug that into the settlements info in the Core Rulebook).

Two, with the addition of so many more items, some tables ended up with more than 100 entries, which means we couldn't roll d%. For example, you'll notice that the Minor...

The Exchange Contributor, RPG Superstar 2010 Top 16

2 people marked this as a favorite.

@cheapy Out of town and I don't have my copy yet. I'll let you know on the 16th when I'm in town and have my PDF and know whats in and whats not.

I did a bunch of gloves, some slotless stuff and ... well a bunch. Oh and about 60% of the new alchemical items I think. Depends on what's in there.


Ross Byers wrote:
Cheapy wrote:
You just listed 4 of my favorite items.
I'm going to be vain and ask which ones.

Engineer gloves, poisoner jackets, gloves of shaping, and the conjurers command one!


This book can't come soon enough!! My Kingmaker game just got to the point where we'll start rolling on magic items and this will be extremely handy. I haven't had a chance to read through the entire thread, so I apologize if this has already been answered. But will the tables be laid out in such a way as to facilitate rolling a minor vs. medium vs. major item?

Liberty's Edge

I'm still waiting for my subscription copy to ship, so I can at least view the PDF. Usually I only wait until Monday or Tuesday for the notice.


1 person marked this as a favorite.
Ross Byers wrote:


Not counting the really cool stuff that ended up on the cutting room floor, of course.

The Really Cool Stuff That Ended Up On the Cutting Room Floor sounds like a great title for the next volume of 'stuff'.


Spiral_Ninja wrote:
Ross Byers wrote:


Not counting the really cool stuff that ended up on the cutting room floor, of course.

The Really Cool Stuff That Ended Up On the Cutting Room Floor sounds like a great title for the next volume of 'stuff'.

I would buy that in a heartbeat. (Maybe less, depends on one's current heart rate.)


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Going crazy waiting for my subscriber pdf. I guess this is karma getting back at me for getting the Advanced Race Guide on day 1.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.

Let's see:

Rings: ring of inner fortitude, ring of sacred mistletoe, ring of tactical precision, ring of the ecclesiarch
Rods: liberator's rod, rod of beguiling, rod of dwarven might (written for ARG), rod of nettles, scepter of heaven, suzerain scepter
Belts: blinkback belt, merform belt, security belt, serpent belt (and greater)
Body: cassock of the clergy, corset of dire witchcraft, resplendent robe of the thespian
Chest: bane baldric, deadshot vest, mantle of immortality, prophet's pectoral, tunic of careful casting
Feet: acrobat slippers, dryad sandals, slippers of cloudwalking
Hands: deliquescent glove, claws of the ice bear (written for The Hungry Storm), gloves of arcane striking, gloves of larceny (used to have a secondary effect besides the skill bonus)
Head: crown of conquest (written for ARG), crown of heaven, crown of swords (written for ARG), helm of the mammoth lord
Headband: dead man's headband, headband of deathless devotion, headband of fortune's favor, headband of havoc, headband of ki focus, headband of ninjitsu, hollywreath band, hunter's band, serpent band
Neck: guardian gorget, necklace of netted stars
Shoulders: cape of effulgent escape, highwayman's cape, stole of justice
Slotless: escape ladder, horsemaster's saddle, needles of fleshgraving, orb of foul Abaddon, orb of golden heaven, orb of pure law, orb of utter chaos, racing broom of flying

and last but not least

Adventuring Gear: camouflage netting

*phew*

Hope you enjoyed! :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

MaverickWolf wrote:
Spiral_Ninja wrote:
Ross Byers wrote:


Not counting the really cool stuff that ended up on the cutting room floor, of course.

The Really Cool Stuff That Ended Up On the Cutting Room Floor sounds like a great title for the next volume of 'stuff'.
I would buy that in a heartbeat. (Maybe less, depends on one's current heart rate.)

Indeed, alas for the cruel knives of the editors. They have plenty of material should they want to do this dance again (and assuming things were cut for length, not for suckage, however much we authors might have thought they were the bee's knees).


What about good ol' mundane weapons, armor and equipment? Anything new added to the pickings or is this just magical items?


Pages 6 to 111 (inclusive) are mundane weps, armour and gear. So yeah there is a little bit there!

Dark Archive

Does the book have any rules for common items in alternative slots? I loved how the 3.5 Magic Item Compendium listed several slots for common effects like stat bumps, resistance, AC bonus. It even went on to suggest not charging extra to have those common big six items combined with much less common items. I really hate how Paizo throws all physical stats on one slot and all mental stats on another, makes it as an excuse for forcing the items to cost so much more. Was that an attempt to power down characters after buffing the classes? I use to think it was an attempt to simply make it easy to know what slot was for what. The core rule book with said change does not give anything new and exciting in those old stat bump slots. Hopefully, even if they are still suggesting the same slots, they may finally be giving us several exciting options for those old stat bump slots.


Does this book contain all items legal for play in PFS organized play that were previously in the Adventurer's Armory? (i.e. will this book essentially replace the AA? I ask because it seems AA was a stop-gap book at a time when the Core book was all that was available.)

Shadow Lodge

Sean K Reynolds wrote:
doc the grey wrote:

Many of the skill kits have off weights with no mention as to why.

Sorc kit is listed at 19 lbs when the actual weight is 32 lbs
Pathfinder kit is off by half a pound when full and light
Wizard and witches kit is listed as 21 lbs when actual weight is 32 lbs
There are probably more but those are the few I've found, is there a reason for this or is this a misprint?

I know that some of it is because we didn't want to list separate entries for Small and Medium kits, and most of them contain items that have different weights and capacities for smaller creatures, so we determined an approximate middle value that would work for either size.

And some of it is because you can assume that the kit is built/packed/tied in an efficient way, so its relative bulk is less than its component parts bought separately.

I had thought it could be something like that with some efficient packing that makes it lighter but it doesn't mention that anywhere in any of the entries or the kit reference in the beginning so it seems like a misprint. Is there a chance we can see an eratta come in and fix that issue?

Shadow Lodge

KingmanHighborn wrote:
What about good ol' mundane weapons, armor and equipment? Anything new added to the pickings or is this just magical items?

Not really though we did get a hooked lance and the lotus sword/3 pointed sword which I believe are new and the repeating hand crossbow which I know is new and thank god for it.

Now their is a lot of new mundane and alchemical gear including basic starter kits for each class which is really nice for new players or for people who want to basic equip quickly.


Jason Nelson wrote:

Let's see:

Rings: ring of inner fortitude, ring of sacred mistletoe, ring of tactical precision, ring of the ecclesiarch
Rods: liberator's rod, rod of beguiling, rod of dwarven might (written for ARG), rod of nettles, scepter of heaven, suzerain scepter
Belts: blinkback belt, merform belt, security belt, serpent belt (and greater)
Body: cassock of the clergy, corset of dire witchcraft, resplendent robe of the thespian
Chest: bane baldric, deadshot vest, mantle of immortality, prophet's pectoral, tunic of careful casting
Feet: acrobat slippers, dryad sandals, slippers of cloudwalking
Hands: deliquescent glove, claws of the ice bear (written for The Hungry Storm), gloves of arcane striking, gloves of larceny (used to have a secondary effect besides the skill bonus)
Head: crown of conquest (written for ARG), crown of heaven, crown of swords (written for ARG), helm of the mammoth lord
Headband: dead man's headband, headband of deathless devotion, headband of fortune's favor, headband of havoc, headband of ki focus, headband of ninjitsu, hollywreath band, hunter's band, serpent band
Neck: guardian gorget, necklace of netted stars
Shoulders: cape of effulgent escape, highwayman's cape, stole of justice
Slotless: escape ladder, horsemaster's saddle, needles of fleshgraving, orb of foul Abaddon, orb of golden heaven, orb of pure law, orb of utter chaos, racing broom of flying

and last but not least

Adventuring Gear: camouflage netting

*phew*

Hope you enjoyed! :)

Much appreciated! I think you just made a lot of people happy with the blinkback belt.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

doc the grey wrote:

[Not really though we did get a hooked lance and the lotus sword/3 pointed sword which I believe are new and the repeating hand crossbow which I know is new and thank god for it.

I'm just unclear on if the repeating hand crossbow is meant to be a starting proficiency for characer proficient in the hand crossbow and the repeating crossbow (ala Inquisitor).

I mean I have a hand crossbow for Dex, a repeating hand crossbow would be cool, but not 'burn a feat' cool.

Contributor

doc the grey wrote:
I had thought it could be something like that with some efficient packing that makes it lighter but it doesn't mention that anywhere in any of the entries or the kit reference in the beginning so it seems like a misprint. Is there a chance we can see an eratta come in and fix that issue?

It doesn't need errata to reinforce that the listed kit weights are correct.


Can someone descrive the blade of the rising sun, please.

Dark Archive

Does this book expand the spell focus items from AA? That is is -something like or an addition to the listed Alchemical Power Components in the Adventurer's Armory?


Sean K Reynolds wrote:
doc the grey wrote:
I had thought it could be something like that with some efficient packing that makes it lighter but it doesn't mention that anywhere in any of the entries or the kit reference in the beginning so it seems like a misprint. Is there a chance we can see an eratta come in and fix that issue?
It doesn't need errata to reinforce that the listed kit weights are correct.

Looks like James Jacobs disagrees. ;)

I read both SKR's and JJ's posts and just saw this and thought it was sort of funny is all. Really not trying to start anything....

Dark Archive

Pathfinder Roleplaying Game Superscriber

I think SKR and JJ need to strip down, oil up and wrestle to see who's right. Of course Paizo needs to video tape it and post the video up. :)


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

You're asking SKR to wrestle with a T-Rex without any protective gear? Hope he has some monk levels or something ;)


Dark_Mistress wrote:
I think SKR and JJ need to strip down, oil up and wrestle to see who's right. Of course Paizo needs to video tape it and post the video up. :)

O_O

I now know what it is to have looked into the Crystal Ball of Unspoken Horrors.

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