Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)

***½( ) (based on 10 ratings)
Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)
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Armed for Adventure

Following in the tradition of the most popular Pathfinder Player Companion of all time, Adventurer's Armory 2 is a comprehensive guide to equipment of all sorts. Containing a wide array of new adventuring gear, alchemical items, armor, clothing options, magic items,poisons, tools, traps, and weapons to outfit any character, this guide is a welcome addition to any armory. Whether you're looking to gain the edge in combat or fit in to a social situation, Pathfinder Player Companion: Adventurer's Armory 2 has you covered!

Inside this book you'll find:

  • New feats, spells, and skill tricks to allow any adventurer to get the most out of the equipment they already own.
  • Armor and weapon modifications, allowing smiths or skilled adventurers to customize equipment on the fly to meet specific needs.
  • New construct familiars known as poppets—stuffed or wicker dolls crafted to carry out simple tasks at their masters' bidding.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-945-5

Note: This product is part of the Pathfinder Player Companion Subscription.

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Product Reviews (10)
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Average product rating:

***½( ) (based on 10 ratings)

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Yay! More Weapons!


I don´t know what kind of Pathfinder game the writers play...

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...but it´s not the one i wanna play.

I first read "Adventurer´s Armory" and then this book. The first one is superior in every single way.

-The Spider-Silk Bodysuit is very useful if you are a drow with high dex and not enough money for bracers of armor.
-The Dwarven war shield is nice if you always wanted to play a dwarf with two shields.
-The Drow Razor is great for sneak attacks and criticals.
-The Sanpkhang is a poison-users weapon of choice.
-Gnome Piston Maul & Gnome Ripsaw Glaive are both fun and useful.
-The Orc Hornbow is very powerful, but it´s an exotic weapon for everyone without orc-blood.
-The tools and kits are good as are the poisons.
-The six spells are all very flavorful and useful.
-The Alchemical Wares.
-Concoctions are fun, especially if you drink too many.

-The traits are all much too specialized.
20 out of the 25 new weapons are bad.
-The Ladder, Lantern, Lamp, Mirror and Pole Equipment tricks are very special and far away from the usefulness of the Heavy Blade Scabbard and Shield tricks from AA.
-The new Clothing, magic items and Alchemical Equipment tricks are of very limited use or costly.
-The Equipment from Abroad items are underwhelming.

-Equipment Packages are clearly overpowered for 1st level characters. For instance, the "Holy Warrior Package" is worth 1245 gold pieces - more than a 2nd level player character has!
-Armor Modifications give very minor special boni but impose larger penalties.
-The Butchering Axe is way overpowered, i wouldn´t allow it in my games.
-The Weapon modifications are very pricy, give minor boni and often may need a feat to use.
-The nine feats are all bad.
-Out of the 18 Adventuring Gear items, 17 are very special and one is overpowered (Spring loaded scroll case).
-Nalinivati´s kiss got cut from the book but is still listed on the interior back cover.
-Poppets, while being a nice idea, are too cheap and easy to construct, their capabilities are held too vague. Their whole existence undermines the craft construct feat and would change the way manual labor is done on Golarion significantly. This is not well thought out.

To me 21 of 30 pages are useless, 9 are interesting.
While i am used to the fact that most of the Player Companions have 50% good and 50% bad content, this one is weaker than most.

Repackaging and Bloating

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Following the recent trend of compiling, repackaging, and nerfing of material from other books this product also adds a lot more unnecessary and very niche gear to further contribute to Pathfinder bloat. This is compounded further with the fact that every interesting item features a drawback and Feat tax to avoid said drawback. The only standout items in this book are the Equipment Packages and the Poppets, but these aren't really enough to justify the cost and further game bloat.

Needed to be more adventurous

****( )

For the most part this is a very solid book. The equipment packages are a great idea for players who want to get started fast without hunting through pages of items for the prices of cheap equipment (and are a good value to boot), I want one of those waifu body pillows for the Butchering Axe, the Poppets are a great idea as cheap, easy-to-build, handy constructs, and I absolutely adore the new equipment tricks. There are also a number of reprinted items, but at least there's enough new material that it doesn't feel as egregious as when the Adventurer's Guide did it.

However, a bunch of the stuff seems like it was toned down or otherwise weakened in the interest of playing it safe. The biggest examples of this are probably the Armor/Weapon Modifications that were included. The basic idea is great, giving some customization options to players who want to add new effects or shiny bells to their equipment, but the system needed more room to grow and display what it could do rather than two pages overall. Most of the armor modifications aren't worth the price for the modification because the effects seem almost nerfed by committee, like the modification which dazzles a creature once per day if they fail a (admittedly good) DC, or the one which has a chance of sickening a creature if they happen to be using power attack and their mother just called last night and complained about how much better their brother is doing as a monster in The Dragon's Crypt, and have they met any nice goblin girls yet? The weapon modifications are a bit better off, but most of the modifications are miniscule bonuses that could have been boiled down to some additions to the Weapon Design Rules (from Weapon Master's Handbook) and a note on how to attach those additions to already existing weapons. As much as I'd want those rules to be expanded and refined into something really worthwhile, they're most likely just going to be forgotten as a bunch of weak non-magical weapon "enchantments".

It just feels... too toned down, in a way that's kind of hard to voice properly. Like the entire book was restrained, or the writers couldn't make a bunch of cool weird items for one reason or another. The first book had the feeling of being a treasure box of items that made your mind spin with the possibilities for each one. This one feels like a store shelf, where everything's been placed out for display in a very specific way, and you're just browsing for something that you want.

tl;dr Not the best book, but it's still fairly solid and has some good ideas and new tricks.

Reprints and Niche Gear

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1) The direction of the artwork.
2) Equipment tricks
3) Niche Gear
4) Reprints of previous gear.

1) Equipment packages

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