Pathfinder Player Companion: Adventurer's Armory (PFRPG)

3.40/5 (based on 18 ratings)
Pathfinder Player Companion: Adventurer's Armory (PFRPG)

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Hundreds of New Items!

Whether your character’s in the market for an exotic weapon, a new pet, or an unusual alchemical item to help in exploring old tombs, this book has it covered. Adventurer’s Armory is the go-to sourcebook for supplementing your character’s gear; all of the items are nonmagical and most of them are priced low enough that even 1st-level heroes can afford them!

    Customize your equipment for any given adventure with the following:
  • New weapons and armor!
  • New alchemical items
  • Skill aids and class-specific items!
  • New poisons and black-market goods!
  • Travelers’ comforts, such as cooking supplies and tents!
  • Adventurer favorites, like bladed boots and spring-loaded wrist sheaths!
  • New uses, rules, and tricks for mundane gear!
  • Divine items that react to channeled energy!
  • Power components for spells!
  • New traits!
  • An alchemist cohort to keep you supplied in the field!

This player-friendly Pathfinder Companion works best with the Pathfinder Roleplaying Game Core Rulebook or the 3.5 version of the world’s oldest fantasy roleplaying game. Although suitable for play in any fantasy world, it is optimized for the Pathfinder Chronicles campaign setting.

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as a persona section detailing helpful NPCs and traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-222-7

Errata for the first printing of the Adventurer's Armory is available as a free download (3.4 MB zip/PDF).
Updated Thursday, July 21, 2011

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Average product rating:

3.40/5 (based on 18 ratings)

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Jumps Right In

4/5

This book wastes not time getting to the armory of new choices.

Basics: This is not a fluff book. Page after page of new weapons and equipment. Also has some equipment for casters at the end as well.

Mechanics: A plethora of new weapons and equipment should prove useful for everyone in some aspect. Alchemical Power Components add a new layer to casting by adding effects while also having a useful item in hand.

Theme: It is an armory but a specific theme is absent. However there is enough variety to find themes within the book. Specifically the Syringe Spear is one I am fond of for an alchemist.

Execution: It forgoes fluff to dive straight into the item descriptions and stat blocks. For this type of book it works.

Summary: A supplement of items and interactions. A simple yet useful addition to a collection.


Lovely book

5/5


Chock Full of Useful Stuff

5/5

Adventurer's Armory was a product completely different than anything that had appeared in Pathfinder's Player Companion line up to that point. Whereas previous entries in the series has been about specific regions or races and contained far more "fluff" than "crunch", the Adventurer's Armory was almost *all* crunch. Full of new equipment, weapons, services, and more, the book drastically expanded the amount of stuff that PCs could spend their hard-earned (or stolen) gold on. It's probably the reason it's the most popular Player's Companion, and (I think) the only one to ever receive a second printing. Indeed, its continuing popularity is such that it's led to an announced Adventurer's Armory 2 later in 2017, which means Adventurer's Armory is the first product in the line to receive a direct sequel.

The inside front- and back- covers are tables providing statistics for the new weapons introduced in the book. The interior is then divided into six sections.

The first section, and by far the longest at 20 pages, is "Weapons, Armor, and Adventuring Gear." This section is exactly what it sounds like. There are 45(!) new weapons, including some classics from previous editions of D&D like the bardiche and lasso, as well as many I've never seen before, like the meteor hammer, groaning bullets, and syringe spear. One new shield (a "madu") and one new armor (parade armor) are introduced. The section then details dozens of new pieces of miscellaneous adventuring gear, including some that have become extremely common in groups I've played in, such as masterwork backpacks and skeleton keys. Players interested in alchemy will be happy, as a couple of dozen of substances are introduced, including everything from sneezing powder to bladeguard (for rust monster protection!). There are then 24 new tool and skill kits, such as portable alchemist's labs, a stretcher, and a portable altar. Some fun new clothing options are introduced such as tear-away clothing, as well as some eminently sensible choices like hot weather outfits. Foods and drinks receive descriptions and prices: everything from coffee and tea to Linnorm mead and Mwangi coffee. Want an animal as a pet or companion? Dogs, dire rats, stirges (!), and more are priced. Last, there's a handful of entertainment items (like loaded dice and marked cards) and herbal items. Perhaps disturbingly, there's even an entry on purchasing different types of slaves.

The second section, "Combat", comes in at two pages and introduces the concept of equipment tricks. Basically, by taking the Equipment Trick feat, a character can learn to do special things with one particular type of equipment like a rope or a shield. This section details Heavy Blade Scabbard tricks (like flipping a disarmed weapon into an empty scabbard) and Shield tricks (like throwing your shield to bounce off stuff like Captain America). I've never used equipment tricks in a game, but some of them actually look pretty fun.

A two-page "Faith" section introduces several new items for divine casters, most of them relating to a cleric's ability to channel energy.

The "Magic" section, also two pages long, focuses on the concept of Alchemical Power Components: basically, using an alchemical item as an added component when casting a spell to boost its power. Using a flask of alchemist's fire when casting burning hands, for example, means that one target that fails its save catches on fire. Some of the boosts are quite minor, while others could be extremely useful in the right circumstances, like using a tanglefoot back to allow your black tentacles to reroll grapple checks.

The "Persona" section details an NPC alchemist-for-hire named Arayam Bismut. Bismut is given an intriguing backstory involving a family curse and could make a decent cohort. A major thing to keep in mind, however, is that this product came out (I assume) before the Alchemist class became part of the game, so Bismut is statted out as simply a Level 6 Expert.

The final section, oddly labelled "Social", introduces the concept of Equipment Traits: things like having an heirloom weapon or being more skilled than most at using improvised weapons. Two new feats (Sly Draw and Splash Weapon Mastery) aid rogues who want to feint and bomb-hurlers respectively.

It's hard to imagine a player flipping through this book and *not* finding something useful for their character. The options provided expand, quite usefully, the understandably limited selection in the Core Rulebook. On the other hand, as everything apart from the NPC is open content, these items could just as easily be found in the PRD or PFSRD. Still, I'm confident the upcoming sequel to this book will also sell like hotcakes.

Note: The first printing of this book was apparently full of errors and typos. This review is based on the second printing.


3/5

I've reviewed this book over on RPGGeek.com.


A Small Treasure Hoard of Arms & Armor

3/5

This very slim 32 page addition for the Pathfinder Campaign Setting primarily adds new weapons to your Pathfinder campaign, and is easily adapted to most Fantasy Role Playing Games.

There's charts for weapons on the inside front and inside back covers. Inside, of course, there's a large section on Weapons, Armor, and Adventuring Gear, and small sections on combat, faith, magic, an NPC in the Persona section, and social info.

This book is a supplement to the Pathfinder RPG Core Rulebook. The regular weapons pages gives info on everything from Aklys to Wooden Stakes. There's a very small bit about armor and shields. There are great new Adventuring Gear items, from Area Maps to Wrist Sheaths. Even more special substances like Alchemical Grease or a Water Purification Sponge. There are tool kits and spell kits, Clothing, Food Drink and lodging, mounts pets and gear, Entertainment items, what's available on the Black Market, and converting Pathfinder Chronicles Campaign Setting items.

Then comes the charts you will need in order to introduce all these things to your campaign. There's also a quick overview of Equipment Tricks, Channelling Foci, Alchemical components, and Equipment traits and new feats. Then there's Arayam Bismut, an alchemist for hire, who has an interesting back story, and a number of kinfolk. He might make a great NPC when GM's go looking for adventure seeds.

Although you might think the small size of this book limits its focus, I believe that it is chock full of useful gaming facts. My players use it all the time. The only thing keeping it to just three stars is the total length - I wish it had been bigger. Highly recommended.


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Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

If the second printing is intending to contain the errata ia there any way to preorder this pronting?


Something to clarify in the errata...

cesti, rope gauntlets, and brass knuckles. For a monk, it's unclear how they are all supposed to work.

You said that a monk does their normal unarmed damage, not 1d3, with the knuckles earlier in the thread. Does that apply to the cesti and rope gauntlets as well? I notice they're listed under "light weapon" not "unarmed attack" in the tables which might imply not...

The cesti are listed as a monk weapon (allowing flurries) but monks aren't proficient with it by default.

The brass knuckles are not listed as a monk weapon but monks are proficient with it by default - so no flurries with the knuckles?

The rope gauntlets are neither a monk weapon (no flurries) nor are monks proficient in them and they're exotic. So... Why?

Anyway, I'd strongly recommend looking at all these, making the mechanic more similar for each of them, and clarifying how they work with unarmed strikes esp. for monks, but also in conjunction with Amulet of Mighty Fists and stuff like Magic Fang. Naturally people are immediately wanting adamantite +2 cesti of flaming, wanting to also enchant it as if it's a glove slot, and wanting the +2 flaming to stack with an Amulet of Mighty Fists (+2, flaming) for a +4 double flaming experience (and of course weapon enchants are way cheaper than the amulet). Of course that's not all clear with gauntlets/spiked gauntlets either, but anyway, those list "cannot be disarmed" as a specific trait and these don't, but I assume it holds for them. Can gauntlets, brass knuckles, cesti, rope gauntlets be enchanted and does that stack/not stack with effects on an unarmed attack/natural attack?


Ernest Mueller wrote:

Something to clarify in the errata...

cesti, rope gauntlets, and brass knuckles. For a monk, it's unclear how they are all supposed to work.

You said that a monk does their normal unarmed damage, not 1d3, with the knuckles earlier in the thread. Does that apply to the cesti and rope gauntlets as well? I notice they're listed under "light weapon" not "unarmed attack" in the tables which might imply not...

The cesti are listed as a monk weapon (allowing flurries) but monks aren't proficient with it by default.

The brass knuckles are not listed as a monk weapon but monks are proficient with it by default - so no flurries with the knuckles?

The rope gauntlets are neither a monk weapon (no flurries) nor are monks proficient in them and they're exotic. So... Why?

Anyway, I'd strongly recommend looking at all these, making the mechanic more similar for each of them, and clarifying how they work with unarmed strikes esp. for monks, but also in conjunction with Amulet of Mighty Fists and stuff like Magic Fang. Naturally people are immediately wanting adamantite +2 cesti of flaming, wanting to also enchant it as if it's a glove slot, and wanting the +2 flaming to stack with an Amulet of Mighty Fists (+2, flaming) for a +4 double flaming experience (and of course weapon enchants are way cheaper than the amulet). Of course that's not all clear with gauntlets/spiked gauntlets either, but anyway, those list "cannot be disarmed" as a specific trait and these don't, but I assume it holds for them. Can gauntlets, brass knuckles, cesti, rope gauntlets be enchanted and does that stack/not stack with effects on an unarmed attack/natural attack?

Enhancement bonuses don't stack and two instances of the same enchantment don't either. You could do an amulet of just Freezing burst and use +2 Shocking Cesti however.

Paizo Employee Chief Technical Officer

Cat-thulhu wrote:
If the second printing is intending to contain the errata ia there any way to preorder this pronting?

Nope. We'll be shipping first printing until we're out of them, and then we'll start shipping second printings. Depending on when we sell out of the first, and when the second arrives, there may or may not be a gap between the two.


Vic Wertz wrote:
chopswil wrote:

Since this product seems to be a "core rules" addition could we get an official errata pdf sometime in the future?

thanks

Well, I wouldn't consider it a core rules addition—note that it's in the Pathfinder Companion line, not the Pathfinder RPG line...

However, we will be releasing an official errata PDF when the second printing becomes available, and those of you who have access to the PDF will be able to download the complete second printing in PDF form as well.

What about those of us that don't? I bought the print version. I'd like to know what is changing and what is not. Also, I'd like to know some of the missing information in the book i purchased (range on a lasso, range on a Launching Crossbow, is the Bill a X3 crit, etc.)

Dark Archive

Pathfinder Roleplaying Game Superscriber

I am sure they will have a errata for it, to download. For those that just bought the first printing. Just might be a little bit before it is posted.


OK. I took that statement to mean that the PDF was only available to those who bought the PDF version.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Jason Rice wrote:
OK. I took that statement to mean that the PDF was only available to those who bought the PDF version.

The PDF is only available to those who bought it, or received it because they have a subscription. If there is an errata there will be a online download with just the errata changes for those that own the book.

Those who own the PDF version of the book can download the Full book with the changes, if you don't own the PDF you just download a PDF file with just the changes.

Paizo Employee Chief Technical Officer

Dragnmoon wrote:
Jason Rice wrote:
OK. I took that statement to mean that the PDF was only available to those who bought the PDF version.

The PDF is only available to those who bought it, or received it because they have a subscription. If there is an errata there will be a online download with just the errata changes for those that own the book.

Those who own the PDF version of the book can download the Full book with the changes, if you don't own the PDF you just download a PDF file with just the changes.

Yes. What he said.


GRRR. POSTMONSTER!!!

Gorbacz wrote:
Erik Mona wrote:

We are dumping the NPC.

From the second printing of AA, or from the Comapnion line ?

I didn't see an answer to this.

For my part, as a customer, I hope you are dropping NPCs from the entire product line. I see little-to-no use for 1 random NPC per book. I'm not likely to use them, and if I wanted to, I would first have to remember which book a particular NPC appeared in. If I want an NPC that someone else created, I'll use one from an AP. Or, better yet, from a book of NPCs. I seem to recall seeing one on the market at some point.

Vic Wertz wrote:


Yes. What he said.

I'm happy with that. Well, happy isn't the right word. Content, maybe. Happy would be no need for a free-floating page in my book. But as long as the PDF I have available allows me to use what I purchased, that's good enough.

Just curious, where are the eratta's located on the website? I've heard that the core book has several, and I have a first-run version.

Contributor

Jason Rice wrote:
For my part, as a customer, I hope you are dropping NPCs from the entire product line.

Starting with Orcs of Golarion, the Companions products will no longer have a Persona section with a NPC and stat block.

Paizo Employee Creative Director

Jason Rice wrote:
Just curious, where are the eratta's located on the website? I've heard that the core book has several, and I have a first-run version.

The core book has only 1 so far. We're close to releasing the second errata for the core rules. You should be able to download them from your downloads page (click the link near the top of the page).

Dark Archive

Jason Rice wrote:
Just curious, where are the eratta's located on the website? I've heard that the core book has several, and I have a first-run version.

The errata for the Pathfinder Roleplaying Game core rulebook can be found HERE. Whether or not that's where they'll put the errata for Adventurer's Armory as well is something only Paizo can answer but it seems a logic choice to me.

EDIT: Man you're fast Jacobs!


Ravenmantle wrote:
Jason Rice wrote:
Just curious, where are the eratta's located on the website? I've heard that the core book has several, and I have a first-run version.

The errata for the Pathfinder Roleplaying Game core rulebook can be found HERE. Whether or not that's where they'll put the errata for Adventurer's Armory as well is something only Paizo can answer but it seems a logic choice to me.

EDIT: Man you're fast Jacobs!

Ravenmantle: Thanks. That's what I meant. Many "individual" eratta, not many eratta documents.

James & Sean: I LOVE these forums. They are usually very helpful, and it's one of the reasons I like Paizo so much. Thanks for having them.


I like these small supplements but would have loved to see one only about weapons etc. and one about armor, shields both including colorfull pics of all items and new related feats and even a presige class or 2. Then a 3rd product could contain a mix of alchemical religious items etc. including a feats, merchant NPC's and a prestige class or 2.

.....and btw when are we gonna see legendary weapons included in pathfinder adventures. That was simply one of the best supplements ever created that I have seen over the 25 years of playing this game in one or the other way.


This book will be a great addition to my low magic, home brew setting. I especially like the Channel Foci and Alchemical Power Components.

I have a clarification question regarding the flambard; am I correct in the following interpretation of its function? A character with only martial weapon proficiency can only wield it two handed and does not gain the bonus to sunder. A character with Bastard Sword Proficiency but not Flambard Proficiency can wield it one handed and does not gain a bonus to sunder. A character with Flambard Proficiency but not Bastard Sword Proficiency can only wield it two handed, but does gain the bonus to sunder. A character with both Flambard and Bastard Sword Proficiency can wield it one handed and gains the bonus to sunder.

Also, shame on Paizo for publishing that bats are rodents in one of their products. Bats are of the order Chiroptera, not Rodentia. I'm surprised no one has pointed this out yet.

Silver Crusade

Pathfinder Adventure Path Subscriber

They're flying mice whose wings are like shields of steel ... damn sure they are rodents ! ;)

Contributor

Kristopher Miller 644 wrote:
I have a clarification question regarding the flambard; am I correct in the following interpretation of its function?

{A character with only martial weapon proficiency can only wield it two handed and does not gain the bonus to sunder.}

Correct.

{A character with Bastard Sword Proficiency but not Flambard Proficiency can wield it one handed and does not gain a bonus to sunder.}

Correct.

{A character with Flambard Proficiency but not Bastard Sword Proficiency can only wield it two handed, but does gain the bonus to sunder.}

Correct.

{A character with both Flambard and Bastard Sword Proficiency can wield it one handed and gains the bonus to sunder.}

Correct.

{Also, shame on Paizo for publishing that bats are rodents in one of their products.}

Reminds me of writing the 3E PH and trying to explain what weasel-like animals were for the purpose of a familiar's "speak with animals of its kind" ability. "We can't say 'speak with mustelidae,' most people don't know what that means without looking it up...."

It's actually to your advantage to treat bats as rodents, otherwise bat familiars can only talk with bats, while rat familiars can talk with rats, mice, squirrels, porcupines, beavers, chipmunks, guinea pigs, and voles. And yes, I know the familiar rules treat them as different types of animals.

Contributor

Epervier wrote:
A madu is listed as an Exotic one-handed melee weapon on the back cover, yet the description says that you treat it like a light shield when not proficient. For the purpose of penalties on attack rolls, a light shield is treated as a light weapon. Which should you use, one-handed weapon or light weapon?

I've talked it over with Jason, and we've decided in the hand of a proficient user it should be a light weapon (so that quality doesn't change at all whether you're proficient or not).

Liberty's Edge

Sean K Reynolds wrote:
Short answer: firearms are complex enough, and have enough real-world fans and physics involved, that to do them proper service (and not cause horrendous outrage among fans who wants guns in the game and want them done RIGHT) would require a book on its own.

Does this mean we may see an Alkenstar Companion someday?

Contributor

Arnim Thayer wrote:
Does this mean we may see an Alkenstar Companion someday?

Heh, your question is so very open ended that I'm afraid saying "yes" may get your hopes up. :/


I admit this is fairly nitpicky, but the weights on the hawk, owl and falcon are all way off. Unless you're training some of the biggest falcons in the world, they won't hit 20 pounds. With a hawk I can't think of any that break 15 pounds. And the Owl weighs 1 pound, which is less than the crow (At 3 pounds, which is an accurate description of the common crow). I guess that's my little thing I'd like to see redone in the errata just to prevent a lot of misinformation the players are going to get. At present no one has bought a bird in my game, but I'd likely just wiki it to find out what the weight is. I'm a big fan of falconry so I guess it's a labor of love, but nonetheless we had a good laugh over it when the book arrived. No offense intended, I have a problem with a lot of the weights in this system (Particularly for weapons and armor) but it's usually somewhat accurate when it comes to real life animals. Thanks again for a fun product!

Sovereign Court

This is one thing that I hope might be address in an errata...

Now that the Gnomes of Golarion book is out we have to different items designed for firing items like alchemical fire, the Launching Crossbow out of AA, and the Flask Thrower out of GoG.

The problem between the two of them is that the Launching Crossbow is completely eclipsed in value compared to the Flask Thrower.

The Launching Crossbow is three times more expensive, weighs twice as much, and takes twice as long to reload, and yet the range increment is the same between the two of them at 20 feet.

The problem is why would anyone want to buy a Launching Crossbow when compared to the Flask Thrower?

This is just one of those things I'd hope can be fixed because I hate to see ink wasted on rule items that ultimately will not be used in the game.

Ways that I could see the Launching Crossbow being adjusted so it becomes a worthwhile debate between the two weapons:

make it a simple weapon

or

increase it's range increment to 80' and make it equivalent to a light crossbow.


Mok, Paizo staff members (mostly James Jacobs, and Sean K. Reynolds if my memory is working) have said repeatedly that not every choice has to be an optimal one. And that there will be suboptimal choices.

I am betting the Launching Crossbow won't get changed officially.

And if that doesn't agree with your sensibilities, I would point you at the Dagger vs. the Hand Crossbow in the Core Rulebook. Or the Heavy Mace and Morning Star. It is already "built in" to the game, and was there before Paizo took over.


Disenchanter wrote:

Mok, Paizo staff members (mostly James Jacobs, and Sean K. Reynolds if my memory is working) have said repeatedly that not every choice has to be an optimal one. And that there will be suboptimal choices.

I am betting the Launching Crossbow won't get changed officially.

Don't be so sure! I griped about the thorn bow when the Pathfinder Campaign Setting came out (it was a more expensive shortbow with a worse range modifier), and -- lo and behold! -- the Adventurer's Armory comes out and says the thorn bow is just a normal shortbow. So miracles do happen. :-)

Sovereign Court

Disenchanter wrote:
And if that doesn't agree with your sensibilities, I would point you at the Dagger vs. the Hand Crossbow in the Core Rulebook. Or the Heavy Mace and Morning Star. It is already "built in" to the game, and was there before Paizo took over.

True, those things were put in before they took over, which I guess is why I'm raising this. If text space is an issue for their products for things that Paizo is producing, then it seems that it would make sense not to use up text on rule items that aren't really going to be used in the game.

Since they have far more control over their future output, versus the legacy material, it seems like it would be more efficient and productive to have as many rule items avoid redundancy or be ignored by the customers.

What I'm suggesting for the Launching Crossbow doesn't any any more "bulk text" to the product, but instead is just a slight modification to the weapon table. So in that regard it would make the rule item viable for the paying customers and not hamper any of the tight layout needs of the books.


What happened to the field plate?

It was the missing link - in fact, it should have been properly updated and put into the core rules - because the half-plate is crap and should have gone long ago, while this is a good alternative to full-plate if you're not quite as clumsy as that.

Now it's "masterwork banded mail that can be double-masterwork-dipped".

This is in addition to the stoneplate that was marginalised, too.


I'm sorry, but I'm extremely upset about this product. I wasn't going to say anything, but I keep encountering things in the book that bother me. The book seems to be loaded with inconsistancies and errors.

For example:

1A. This one REALLY bothers me. A one pound Butterfly Knife is listed as a one handed melee weapon, not a light melee weapon. Seriously? Asside from the opening and closing motion, it's not any more cumbersome than a dagger. Also, the unintended consequence of making this a one handed weapon is that, as per the rules, you can use this small dagger-sized weapon in two hands to increase your strength-based damage.

1B. On a related, yet different issue concerning the Butterfly Knife, if you can "treat this weapon as a dagger", then why bother maiking it exotic? Don't get me wrong, I think it SHOULD be exotic, but how many classes are NOT proficient with a dagger? What's the point of making it exotic if 99.99% of the PCs can use it anyway?

2A. The following items have listings on the charts, but no description: Dogslicer, War Razor, Earthbreaker, Ogre Hook, Falcata, Kopesh, Temple Sword, Urumi, Bladed Scarf, Shoanti bola, Stoneplate Armor. I have no idea what 80% of these things are. You say that you want this to be an all-iclusive book of the available equipment so that people don't have to thumb through multiple books, yet that is EXACTLY what people have to do because there is no information on these items. Also, I'm upset that you expect people to buy these other books to be able to use the items in THIS book.

2B. Also, if your reasoning for not including information about these items was that it was already printed elsewhere, then why did you bother adding information about the Dwarven Maulaxe, Battle Poi, and Madu?

3. Several items have the opposite problem from #2 above. The following items are described, but not listed on the equipment charts: Armored Kilt, Pata, Thistle Arrow, Thorn Bow, Combat Scabbard (unsharpened).

4. Several items could have used more information, because the text given is inadequate to describe the item, or how it is used. For Example: The Sawtooth Sabre and Tent.

5. The Garrotte is WEAK. I don't think you're being realistic about its effectiveness.

6. The Persona section is wasted space.

7. The Travelling Spellbook is listed in the "Special Substances and Items" descriptions, but is listed in the "Adventuring Gear" list.

8. The Equipment Trick feat lists the following items: boots, cloak, rope, shield, and Heavy Blade Scabbard, yet only the Heavy Blade Scabbard and Shield are described.

9. A few items are listed out of alphabetical order. For example: Bloodblock before Bodybalm on the list; The Prohecies of Kalistrade before Printing Press, and Riding Dog before Combat Trained Dog in the descriptions.

The Exchange RPG Superstar 2010 Top 16

sophos wrote:

I'm sorry, but I'm extremely upset about this product. I wasn't going to say anything, but I keep encountering things in the book that bother me. The book seems to be loaded with inconsistancies and errors.

...

A few items are listed out of alphabetical order. For example: Bloodblock before Bodybalm on the list;

While I agree with your large points, especially 2B, I'd like to report that "BL" is supposed to precede "BO".

And I'll have to admit defeat for the garotte. Yes, it's a nasty way to kill someone. But I don't want my party to all run after a pack of club-wielding ogres with garottes. The weapon either has to be very difficult to use, or else it can't kill people like it does in the real world.


Chris Mortika wrote:
The weapon either has to be very difficult to use, or else it can't kill people like it does in the real world.

Now it can be both.

Dark Archive

Chris Mortika wrote:
And I'll have to admit defeat for the garotte. Yes, it's a nasty way to kill someone. But I don't want my party to all run after a pack of club-wielding ogres with garottes. The weapon either has to be very difficult to use, or else it can't kill people like it does in the real world.

The problem in the old days with garrottes is that the suffocation rules are wonky. Someone suffocating shouldn't count to three and then die (this isn't the Three Steps Exploding Death Touch, after all), but just take nonlethal damage each round or something until they are unconscious, and then lethal damage thereafter.

A 'weapon' that ignores the hit point mechanic and uses an alternate system is just asking for trouble, IMO. This game has hit points. Use 'em!


Set wrote:


A 'weapon' that ignores the hit point mechanic and uses an alternate system is just asking for trouble, IMO.

Then we better ban ropes, since a few simple grapple checks can leave an opponent tied up and helpless.

Dark Archive

hogarth wrote:
Set wrote:


A 'weapon' that ignores the hit point mechanic and uses an alternate system is just asking for trouble, IMO.
Then we better ban ropes, since a few simple grapple checks can leave an opponent tied up and helpless.

Ditto tanglefoot bags, and poison, and tons of other non-weapons.

But I was referring to weapons, with, like, proficiencies and stuff.


Set wrote:
hogarth wrote:
Set wrote:


A 'weapon' that ignores the hit point mechanic and uses an alternate system is just asking for trouble, IMO.
Then we better ban ropes, since a few simple grapple checks can leave an opponent tied up and helpless.

Ditto tanglefoot bags, and poison, and tons of other non-weapons.

But I was referring to weapons, with, like, proficiencies and stuff.

I was referring to an item that uses the grapple mechanic, like the garotte does. So a rope is a better grappling weapon, and it doesn't even require a proficiency!


Chris Mortika wrote:
sophos wrote:

I'm sorry, but I'm extremely upset about this product. I wasn't going to say anything, but I keep encountering things in the book that bother me. The book seems to be loaded with inconsistancies and errors.

...

A few items are listed out of alphabetical order. For example: Bloodblock before Bodybalm on the list;

While I agree with your large points, especially 2B, I'd like to report that "BL" is supposed to precede "BO".

And I'll have to admit defeat for the garotte. Yes, it's a nasty way to kill someone. But I don't want my party to all run after a pack of club-wielding ogres with garottes. The weapon either has to be very difficult to use, or else it can't kill people like it does in the real world.

So it does. Either I had my own typo and switched places between the words I typed, or my right brain (emotion) was having it's way and my left brain (logic) was just along for the ride. I don't have the book with me right now to know which is correct. Regardless, there are at least 2 places (I believe more) where things are not listed alphabetically.

As for the garrotte, well, I believe that the garrotte rules say that the target has to be unaware of you or helpless, so parties of people armed with garrottes will not be very effective. Frankly, it's a horrible weapon. It's not just worse than existing weapons, it is worthless compared to existing weapons. Heck, it's worthless compared to NO weapon.

1) it does no damage. Therefore a failed attempt to kill someone has no lasting effect.

2) The attempt to kill someone takes far longer than most combats will last. Roughly 4 times longer than most combats. Worse yet, if you fail a single grapple, you have to start all over at the beginning of the strangle attempt.

3) A coup-de-gras can be performed instead, since your victim is helpless, and that has lasting consequences and can kill in a single round.

4) attacking normally can kill most opponents quicker.

5) Grappling to bind an opponent so that you can coup-de-gras them is quicker. You have to grapple anyway for both attack methods, and using this method is more effective since a single failed grapple doesn't mean trying for another 20 (more or less) back-to-back succesful grapple attempts.

6) Choking is not the same as holding your breath. It's far more taxing on your body, and your available air lasts for far less time. Being strangled is even worse than choking (like on a peice of food), since it can pop blood vessles in your eyes, bruise or cut your neck, damage vocal cords, and cut off consciousness by stopping the blood flow.

7) NOT using the garrotte and dealing damage during a normal grapple (as per the rules) can kill most opponents quicker. And really, that is saying A LOT when the using a weapon is LESS effective than not using the weapon. Is there any other "weapon" in the game that provides a worse attack than using nothing? Even improvised weapons (like a bucket, fork, or pair of scissors) are more effective than this "weapon". Heck, do the garotte a favor and "downgrade" it to a non-weapon, so that characters can improvise with it.


sophos wrote:
1) it does no damage. Therefore a failed attempt to kill someone has no lasting effect.

It's listed as doing 1d4 (small) / 1d6 (medium) crit x2, slashing damage, doesn't this mean that while you choke they will loss HP. However you don't get the benefit of sneak attack:

Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.

Sneak attack would require picking a location for specific damage and the garrote is just a wire or thin rope that you put around their throat.

I doubt it is intended as a superior weapon but in a couple of rounds it can silence a guard either through damage or choking.

Of course I might be completely wrong.


What do y'all think of a garrotte mechanic that just lets a rogue "lock on" and keep getting backstab, basically? You sneak up on 'em while they're flatfooted or whatnot and make a hit and grapple check; then each round you still have them in the grapple you can deal your sneak attack to them even without flankers etc.


Hence why I prefer the WotC rules for garrotes. Theirs was a little more detailed and finely tuned. I believe it was reprinted in a Dragon Magazine article for the Class Acts section.

And SA should be allowed, how else can one stranglehold 7th or 8th level bodyguards in a round or two? It'd suck to have to deal 1d6 damage per round of strangling on someone that has 60+ hp


Hi there!

As a big polearm fan, I am very happy that so many new ones were added in this book.

However there seem to be quite a few problems with their entries in the weapons table (in fact it almost looks like some of the "special" entries were copy-pasted) and I am surprised nobody noticed anything.

Some of the issues I have actually touch on a problem in the core book, that up until now I had dismissed as an unavoidable balancing "artifact". However this book flatly contradicts my assumption. What I am talking about, is the fact that while the halberd has the "brace" rule, the ranseur and lance don't. My assumption was that they didn't have it because they were reach weapons and thus were too long and unwieldy to quickly brace. This book however flatly contradicts this "rule". I would really like a clarification and a consistent argument. By the way, another assumption I made is also contradicted in this book: the "brace" rule is only for weapons with piercing damage and a upward facing spear-head.

Another general problem is that in reality, there were a lot of different designs under the same polearm name. The best example is the "guisarme". Originally it was a spear with an attached pruning hook. However there were also voulge- or bill-like designs with blades. Since in the core book the damage is slicing(S), I assumed it referred to the blade variant. Now that this book adds so many new designs, I strongly recommend a change to the original form of a "spear-and-hook" (giving it piercing(P) damage and maybe "brace" - depending on your answer to the question on reach and brace going together or not).

Here is the list of the polearms in this book that from my perspective seem problematic:

- Bardiche: This weapon has (in reality) the same size as a halberd (5 feet) and should thus not be a reach weapon. It also doesn't have a upward facing spear-head with which one could effectively impale a charging enemy, thus no "brace".

- Bec de Corbin/Lucerne Hammer: In reality the difference between these two weapons is very vague. The name "Lucerne Hammer" is a general name given to pole-axes and the many different names are mostly due to different regional names for the same weapon. At face value both have the same design (one might argue that they favor different ends of their heads, but that is conjecture, as it depends as much on the smith making the weapon and the person commissioning it, than anything else).
It would be much better to look at the general class of weapons called pole-axes (to which the halberd also belongs) and then to differentiate by designs. Generally these weapons' heads have three "slots". The top is always occupied by a spear-head. For the two side-slots there are three options. It could either be an axe, a hammer (with or without prongs) or a pick (sometimes as a hook). Thus in all we have three possibilities: axe-pick (aka halberd), axe-hammer and hammer-pick (aka Lucerne Hammer or Bec de Corbin). [Interestingly there are also rare occurrences of pole-axes with 2 hammer or 2 axe heads.]
Instead of making the minimal difference between these two weapons, I would strongly recommend to only add one of them and to replace the other with the axe-hammer combination and call it "Poleaxe" (sometimes also written as "Pollaxe") or "Hache" (from the French "Jeu de la Hache"). While I'll leave the damage and crit up to you, the damage type for the axe-hammer/Poleaxe has to consequently be "B or S or P". Also generally pole-axes weren't much longer than 5 feet (ie halberd-sized) and thus shouldn't have "reach". "Brace" is a given for all of them and those with a pick on the side should have "trip".

- Bill: As a classification for weapons this name is almost as bad as pole-axes. I'll go with the original design, which similarly to the guisarme was due to peasants attaching agricultural tools to poles. In the bill's case they used billhooks (a mix between a knife and an axe, normally used for hedging and snedding). The defining feature is that the sharp edge is on the side of the hook, thus making it a curved blade.
I strongly disagree that the hook was used for parrying as the text mentions. It was used for dismounting and tripping. The original also didn't have a pointed spear-tip (although later versions commonly had both a spear-tip and a hook on the blunt side). Accordingly the special rules should be: "reach, trip, see text" and the text shouldn't have the +1 AC rule. Also, one might argue that the damage type should be slashing AND piercing (S and P).

- Glaive-Guisarme: Essentially this is a glaive with a hook on the dull side of the blade (making it the inverse of the bill). As such it shouldn't have the "brace" rule. It should however have the "trip" rule (like the guisarme). I would also make it slightly heavier than the normal glaive.

That's pretty much it. Hope this helps.


Lisa Stevens wrote:

I make suggestions, and if the rest of the editorial team likes them, then they get picked up. If not, then there is usually a really good reason why not. We almost always make decisions on products as a group consensus effort, which I think makes for a better product list and a more enthused editorial group.

-Lisa

You and the rest are why I am coming to regard Paizo on a par equal to Nintendo: "I tossed it from a 3-story window, but we just picked it up and kept playing!"

We need more of you. Badly.

*salute*

Paizo Employee Chief Technical Officer

We have updated the Pathfinder Companion: Adventurer's Armory PDF to match the second printing, which includes several corrections to the first printing.

Those of you who have the PDF may download the updated PDF for free from your My Downloads page. (If the file shows that it has already been personalized, you'll need to repersonalize it before you can download the new version.)

These corrections are also available as a separate one-page PDF errata document, linked from the product description above.

Paizo Employee Chief Technical Officer

i should add that we are not yet shipping second printing copies from our warehouse.


Vic, will the second printing copies be available at GenCon?

Paizo Employee Chief Technical Officer

Hobbun wrote:
Vic, will the second printing copies be available at GenCon?

Doubtful. We're really not quite sure on the timeframe... we had a problem arise at the printer.


Ah! Don't word it that way!

Problems at the printer brings back bad memories!

Paizo Employee Creative Director

drkfathr1 wrote:

Ah! Don't word it that way!

Problems at the printer brings back bad memories!

HA! It's not those kinds of TSR-flavored problems. Never fear.


Vic Wertz wrote:
Hobbun wrote:
Vic, will the second printing copies be available at GenCon?
Doubtful. We're really not quite sure on the timeframe... we had a problem arise at the printer.

Aw crap, was hoping to pick it up at the con. :(

Paizo Employee Chief Technical Officer

Hobbun wrote:
Vic Wertz wrote:
Hobbun wrote:
Vic, will the second printing copies be available at GenCon?
Doubtful. We're really not quite sure on the timeframe... we had a problem arise at the printer.
Aw crap, was hoping to pick it up at the con. :(

We should still have first printings there....


Yes, but I have been holding off for the second printings as I heard they are supposed to have the updated errata.

Sovereign Court

Hobbun wrote:
Yes, but I have been holding off for the second printings as I heard they are supposed to have the updated errata.

+1

:(

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