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
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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.
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.
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.
I know it is a bit early, but is it possible to hear a bit more on the development/content of this book? I'm very eager, but even so I'd like to know a few things in advance, such as:
* Does the companion cover only mundane (or relatively mundane) items - or does it add additional enhancement options for items?
* Does the companion explore unusual bonuses (such as the resonance magic of ioun stones and wayfinders)
* How will the book address reach/close weapons (personally I like the elimination of the spiked chain as a munchkin powerhouse in the core rules - and I'd like to know whether this balance decision will be maintained into the companion)
* Will all the items in the companion be legal for society play
...and of course any additional information that can be divulged will be equally keenly assimilated. :D
I did about a third of this book, including a lot of the especially fun sections like new alchemical items. We were told to avoid making stuff that was significantly better than what you can find in the equipment section of the core rulebook. That's to avoid the problem of power creep you get in games as new designers try to "top" earlier designers.
(we're a competitive bunch :) )
We all had so much fun working on the book that we pretty much blew right past our word allotments. For that reason I think it best to let Sean comment specifically on what is or isn't in the book. He did the final cut after all so he knows what got chopped out.
{* Does the companion cover only mundane (or relatively mundane) items - or does it add additional enhancement options for items?}
The focus of Adventurer's Armory is nonmagical items. We bend that "rule" a little bit with some new alchemical items, but the majority of the equipment is new nonmagical weapons, armor, and gear.
{* Does the companion explore unusual bonuses (such as the resonance magic of ioun stones and wayfinders)}
There is a section on how to enhance spells by using alchemical items as material components; frex, using a tanglefoot bag as a component to augment a web spell, or alchemist's fire to augment a burning hands spell.
{* How will the book address reach/close weapons (personally I like the elimination of the spiked chain as a munchkin powerhouse in the core rules - and I'd like to know whether this balance decision will be maintained into the companion)}
Yes, there is no "power creep" here--no items that are clearly better than items in the Core Rulebook; thus, no item like the 3.5 spiked chain.
{* Will all the items in the companion be legal for society play}
That is up to Josh to decide.
{Any chance we'll get holy symbols, musical instruments, or thieves' tools with +'s or other add-ons, the way weapons and armor already work?}
Yes! Though we don't want to build ways for people to get outrageous bonuses by stacking a bunch of small bonuses from several pieces of equipment, so you won't see climber's boots for +1, climber's gauntlets for +1, climbing rope for +1, a climbing harness for +1, and so on--that's all covered in the climber's kit in the Core Rulebook.
Hopefully it doesn't cover a lot of the same territory as Luven Lightfinger's Gear & Treasure, which is slotted for January. However, I know even after working on LLG&T, I'd still pick this up, and hopefully people will feel that both belong on their shelves.
Hopefully it doesn't cover a lot of the same territory as Luven Lightfinger's Gear & Treasure, which is slotted for January. However, I know even after working on LLG&T, I'd still pick this up, and hopefully people will feel that both belong on their shelves.
A quick google products search only shows me the Barnes and Noble pre-order page for this book.
Do you have any idea what will be in "Luven's", is it Pathfinder specific?
{* Does the companion cover only mundane (or relatively mundane) items - or does it add additional enhancement options for items?}
The focus of Adventurer's Armory is nonmagical items. We bend that "rule" a little bit with some new alchemical items, but the majority of the equipment is new nonmagical weapons, armor, and gear.
{* Does the companion explore unusual bonuses (such as the resonance magic of ioun stones and wayfinders)}
There is a section on how to enhance spells by using alchemical items as material components; frex, using a tanglefoot bag as a component to augment a web spell, or alchemist's fire to augment a burning hands spell.
{* How will the book address reach/close weapons (personally I like the elimination of the spiked chain as a munchkin powerhouse in the core rules - and I'd like to know whether this balance decision will be maintained into the companion)}
Yes, there is no "power creep" here--no items that are clearly better than items in the Core Rulebook; thus, no item like the 3.5 spiked chain.
{* Will all the items in the companion be legal for society play}
That is up to Josh to decide.
{Any chance we'll get holy symbols, musical instruments, or thieves' tools with +'s or other add-ons, the way weapons and armor already work?}
Yes! Though we don't want to build ways for people to get outrageous bonuses by stacking a bunch of small bonuses from several pieces of equipment, so you won't see climber's boots for +1, climber's gauntlets for +1, climbing rope for +1, a climbing harness for +1, and so on--that's all covered in the climber's kit in the Core Rulebook.
Sounds very nice. As my groups tend to play in the low levels, having more "fun" mundane equipment always makes me happy.
Thanks Sean :) your words go a long way to make me and my gaming group well keen for the release!
I'm down, sounds like a GREAT idea, I hope you guys shake things up some. I never thought that 3.5 handled weapon damages correctly, and having the greatsword end up the be-all and end-all of melee never set well with me.
What I'd like to see (not that my opinion matters for much);
More weapon/armor dependent special rules...rules that encourage you you to use them without building your class around them.
Alternatives to heavily used weapons (longsword, greatsword, rapier)
...and hopefully (I know this is a pipedream) some blunt weapons with damage dice appropriate to their battlefield use. A hit from a warhammer is far more likely to do real, fight-ending damage then a cut from a longsword. More then that, ANY contact with a blunt weapon is really going to hurt... It was always my biggest gripe in D and D.
Hopefully it doesn't cover a lot of the same territory as Luven Lightfinger's Gear & Treasure, which is slotted for January. However, I know even after working on LLG&T, I'd still pick this up, and hopefully people will feel that both belong on their shelves.
A quick google products search only shows me the Barnes and Noble pre-order page for this book.
Do you have any idea what will be in "Luven's", is it Pathfinder specific?
As with all the other 4 Winds Fantasy Gaming products, it's a Pathfinder Compatible product. As for the contents, I can't say too much because, well, an NDA for one, and for another, it's still being edited. That being said, I think there's a lot to be enjoyed about it.
For a preview, you can take a look at the sort of weapons and gear we put in Paths of Power - much of that was originally written for LLG&T.
Working on the Combat section of this book right now, just wanted to say that the "equipment tricks" that Hal invented are pretty cool, and a neat new mechanic that will let us do other neat stuff in the future. :)
I was curious ... is the design of the book set up like a catalog (ala Aurora's Whole Realms)?
An interesting question. Thus far the Companions have all been broken up into the standard sections despite their varying topics, but this book seems to be the most varied as far as that goes. I am curious to see how they'll handle the persona section and the area usually dedicated to a settlement or region.
How Golarion specific is it? I was a bit surprised when I noticed this wasn't a PRPG supplement.
This is intended to be the be-all, end-all book of gear (not counting "Eastern" weapons, not counting firearms) in an easy-to-afford 32-page book. It does include historical stuff, as well as Golarion-specific things. I believe the APG is going to have *some* gear as well, but we've tried to minimize overlap so you don't end up paying for the same content twice.
Dance of Ruin wrote:
Does it incorporate the Glaive? Guisarme? Glaive-Guisarme-Glaive-Guisarme Glaive? :)
Glaive and guisarme are in the Core Rulebook. This book does have the glaive-guisarme. ;)
Curious question: Is the Adventurer's Armory's length/depth/time to develop have any thing to do with why there seems to be no Pathfinder Companion in March? Just been wondering and I didn't have any other idea where to ask.
We're behind schedule (adding the Core Rulebook and Bestiary to our pipeline without adding any new staff really threw us off). We're catching up, roughly at the rate of "one less week behind schedule every week that passes." So you're going to see some months soon where we're getting 2 books in the same line published in the same month, and then we'll be caught up again.
I am assuming that this particular Companion volume does not have
"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."
probably a silly question but will certain weapons from the Pathfinder Campaign setting find their way in here like the sawtooth saber? I'm divided on whether I really want or do not want them but the upshot would be having them in an easy to reference companion tome to the Core instead of looking back in the campaign setting. Although I don't think you really changed enough to weapons that if I wanted to give my ranger a sawtooth saber as one of his favorite weapons I could use it as written in the campaign setting even though I am using Pathfinder rules.
That makes two of us. I love item books, both mundane and magical. (My two favorite 3.x books to this day are Arms & Equipment Guide and Magic Item Compendium.)