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:

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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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If I were just comparing buying the AA or picking up the Arms and Equipment Guide for the first time, yeah, I'd go with the Adventurer's Armory. I'm just saying that, since I already have it, and if there are some issues with the AA, I already own the A&EG, even it if is a little wonky in places.

At least that's kind of what I'm thinking right now.

Sovereign Court

There are a lot of small flaws with the AA, however I really appreciate the restraint overall in the book in terms of power creep, there really isn't any. Instead the book overall broadens the mundane equipment that can be available. You can hand this to players, and aside from a few glaring options (CR 7 Elephant pets, Intelligence 10 Pseudodragons pets, holy super soakers) there isn't anything that is going to muck up the game.

I think my real disappointment was that it was a mere 32 page book, and some of those pages were unfortunately extraneous, such as the NPC. This ought to have been a 100 page book, with enough room not only to put in flavorful fluff for the items, but also give elaborations on key rule subsystems that get at the heart of mundane adventuring, such as what constitutes mounts, give details on wagon carrying capacity, etc. Make it the simulationists go to guide for Pathfinder.

Still, it is a must buy, because the density of good mechanical content is there which far outweighs the small issues with the book.


Mok wrote:
(snip) This ought to have been a 100 page book, with enough room not only to put in flavorful fluff for the items, but also give elaborations on key rule subsystems that get at the heart of mundane adventuring, such as what constitutes mounts, give details on wagon carrying capacity, etc. Make it the simulationists go to guide for Pathfinder. (snip)

THAT I would buy in a heartbeat. I pretty much agree with the rest of your post too :D

Contributor

For all the garrote fans:

Put one in the hands of an invisible stalker. When they're flat-footing and killing your PCs in 1-2 rounds, you may change your mind about how fast the garrote can kill people.

Translation: Sometimes you have to weaken something so it doesn't take over the game. Everyone running around garroting each other isn't heroic or fun.


Sean K Reynolds wrote:

For all the garrote fans:

Put one in the hands of an invisible stalker. When they're flat-footing and killing your PCs in 1-2 rounds, you may change your mind about how fast the garrote can kill people.

Translation: Sometimes you have to weaken something so it doesn't take over the game. Everyone running around garroting each other isn't heroic or fun.

It is amusing, however.

"+5 Shocking Burst Keen Explosive Double-Edged Air-Breather Bane Falchion With A Cherry On Top? Hell no, we're going up against the Tarrasque, are you crazy? We need a GARROTE for a job of this magnitude!"

Verdant Wheel

No one is keeping them of doing Adventurer´s Armoury 2, 3, 4 ...
Or even Pathfinder Companion Garrote Revisited :P

Sovereign Court

Sean K Reynolds wrote:

For all the garrote fans:

Put one in the hands of an invisible stalker. When they're flat-footing and killing your PCs in 1-2 rounds, you may change your mind about how fast the garrote can kill people.

Translation: Sometimes you have to weaken something so it doesn't take over the game. Everyone running around garroting each other isn't heroic or fun.

CR7, low fort save bonus at level 7 +2, chance to hit a DC 10 fort save with a 0 con mod 60% chance to save. This also assumes that the person being garroted has no defenses vs. CMB so that the stalker succeeded not only the check to grapple you, but that you failed the check to escape.

Deep Slumber by a CR 7 wizard with greater invisibility cast and deep slumber prepared. minimum save DC 16 vs a +2 will save with a +0 bonus 35% chance to save.

I'm sorry, but that's just a plain ridiculous argument to me, how is what you've posted somehow worse than what I've posted. What scenario do you have that can't be easily replicated with a wizard if you have a DM that's a dick? Throwing up hypothetical scenarios where a dick DM can screw over players isn't going to work because we've both done it within the same CR.

Scarab Sages

I loved the alchemical substances being used to augment spells. Really cool stuff with a lot of room for expansion.

I also enjoyed the clerical foci. Another something that's got room for expansion.

Overall, this companion was one of the best yet. I'll definitely be carrying this as one of the standard books from now on.


Sean K Reynolds wrote:

For all the garrote fans:

Put one in the hands of an invisible stalker. When they're flat-footing and killing your PCs in 1-2 rounds, you may change your mind about how fast the garrote can kill people.

Translation: Sometimes you have to weaken something so it doesn't take over the game. Everyone running around garroting each other isn't heroic or fun.

Sean -- the grappling rules currently allow you to grapple, pin and tie up an opponent with rope, making your foe helpless and ready for a coup de grace. So it seems silly that your hypothetical invisible stalker stranglers are deadlier when armed with coils of rope from Wal-Mart than garottes.

Sovereign Court

lastknightleft wrote:
I'm sorry, but that's just a plain ridiculous argument to me, how is what you've posted somehow worse than what I've posted. What scenario do you have that can't be easily replicated with a wizard if you have a DM that's a dick? Throwing up hypothetical scenarios where a dick DM can screw over players isn't going to work because we've both done it within the same CR.

I think the main problem with the garrote that is trying to be avoided is it's spammable nature. A mundane weapon which circumvents the hit point system and doesn't require special substances, such as poisons, to be created can easily be spammed onto the game. If it is too optimized then everyone is going to run around as a Thugee strangling everyone, rather than clashing with swords and bows.

I'd agree that if a DM is slaughtering his players with garrotting invisible monsters on a regular basis then he's going to quickly lose his players.

Still, in avoiding the spamability it sure does seem like the pendelum has swung too far in the other direction with the weapon as listed. It is so suboptimal that it'll never get used, save for some NPC for flavor.

It it were to be worthwhile then it would need to allow to drop an opponent somewhere within a five round frame of time, since that is the average number of rounds that your typical combat lasts. If it takes more than five rounds then it'll unfortunately mostly just be wasted ink as players just won't find any justification burning a feat for such a weapon that requires 20+ rounds just to drop the opponent.

I think what would help the weapon, beyond getting into that five round time frame, would be to emphasize its "steal kill" nature. Give some kind of bonuses to stealth rolls, or allow attacks to be made with a stealth check, or increase the DC for waking due to the sounds of combat. I can see some gripping moments if the party is sleeping and the one player on watch is getting garrotted. The normal rules for perceiving a fight while sleeping make it almost a given that you'll wake up, but with a garrotte you could tweak that a bit.

Another way to fix the garrotte would be to make the choke grapple option be more like an enhanced pin option. Give a bonus to grapple checks and make the pinning even more difficult for the pinned to be released. Just make the math work out so that if some goblin jumps a human, it's pretty hard to just manhandle the goblin in the grapple and instead make it more likely that the goblin will be able to keep the poor guy choking. Perhaps just allowing the garrotte to use either strength or dex for the grapple, since the pull back isn't that big of a deal, it's the leverage that the garrotte has on the throat which is giving the real advantage.

Sovereign Court

Mok wrote:
lastknightleft wrote:
I'm sorry, but that's just a plain ridiculous argument to me, how is what you've posted somehow worse than what I've posted. What scenario do you have that can't be easily replicated with a wizard if you have a DM that's a dick? Throwing up hypothetical scenarios where a dick DM can screw over players isn't going to work because we've both done it within the same CR.

I think the main problem with the garrote that is trying to be avoided is it's spammable nature. A mundane weapon which circumvents the hit point system and doesn't require special substances, such as poisons, to be created can easily be spammed onto the game. If it is too optimized then everyone is going to run around as a Thugee strangling everyone, rather than clashing with swords and bows.

I'd agree that if a DM is slaughtering his players with garrotting invisible monsters on a regular basis then he's going to quickly lose his players.

Still, in avoiding the spamability it sure does seem like the pendelum has swung too far in the other direction with the weapon as listed. It is so suboptimal that it'll never get used, save for some NPC for flavor.

It it were to be worthwhile then it would need to allow to drop an opponent somewhere within a five round frame of time, since that is the average number of rounds that your typical combat lasts. If it takes more than five rounds then it'll unfortunately mostly just be wasted ink as players just won't find any justification burning a feat for such a weapon that requires 20+ rounds just to drop the opponent.

If the Garrote where written as such

Garrote: A garrote is a length of wire or thin rope with wooden handles at both ends. The wire is placed across a victim's throat and crossed behind the neck; when the handles are pulled tight, the garrote strangles him. In order for you to use a garrote, your opponent must be
helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a
verbal component, use a command word item, or use any magic requiring speech. On the first round you maintain your grapple successfully and any following round where you maintain control of the grapple without the opponent doing so you gain the following additional option when grappling with a garrote.
Choke: You cut off your target’s air supply so he has to save vs. suffocation. (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook, and the Swim skill on page 108). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks if he is conscious.

This would be round one A) (round 1)invisible stalker grapples PC
B) PC fails to escape from grapple or gain control of grapple
C) (round 2) Invisible stalker chokes victim (which required another successful grapple check) Victim fails save falls unconcious
D) (Round 3) Invisible stalker Continues choke PC fails save again is now dying.
E) (round 4) Invisible stalker continues to choke PC, PC fails save and dies.

Now that's what's required to kill a PC with a Garrote or vise versa, now lets count the checks. 2 successful grapple checks by the stalker, 1 failed grapple check from the PC. 3 failed DC 10 fort saves by the PC, any one of which would have if saved extended it another round.

That's 6 successful rolls over 4 rounds before a PC or enemy is killed with a garrote.

Greater invisibility, any save or suck vs. unconscious. Coup de Grace unconscious character. 2 successful rolls over 2 rounds (with much higher rates of success).

I'm sorry, I'm failed to be convinced that the making of the garrote is anything other than a rather sad mistake under the current rules.


lastknightleft wrote:
Sean K Reynolds wrote:

For all the garrote fans:

Put one in the hands of an invisible stalker. When they're flat-footing and killing your PCs in 1-2 rounds, you may change your mind about how fast the garrote can kill people.

Translation: Sometimes you have to weaken something so it doesn't take over the game. Everyone running around garroting each other isn't heroic or fun.

CR7, low fort save bonus at level 7 +2, chance to hit a DC 10 fort save with a 0 con mod 60% chance to save. This also assumes that the person being garroted has no defenses vs. CMB so that the stalker succeeded not only the check to grapple you, but that you failed the check to escape.

Deep Slumber by a CR 7 wizard with greater invisibility cast and deep slumber prepared. minimum save DC 16 vs a +2 will save with a +0 bonus 35% chance to save.

I'm sorry, but that's just a plain ridiculous argument to me, how is what you've posted somehow worse than what I've posted. What scenario do you have that can't be easily replicated with a wizard if you have a DM that's a dick? Throwing up hypothetical scenarios where a dick DM can screw over players isn't going to work because we've both done it within the same CR.

A couple things here:

Firstly, the DC to save vs the Garotte is 65%. Victim fails on a 1-7, while 8-20 succeeds. 1-7 is 7/20, 7 times 5 is 35, you know my equations. Me = Nitpicking.

Your Wizard could be a CR 6. The CR system for Class levels is equal to the number of Class Levels possessed by a "CR 0" base creature, like a human, minus 1. Or he could have a scroll of both spells and be even lower level, just with more gold expenditure and a slim chance of failure. He could be depriving the PCs of both XP AND treasure that way!

Sorry, I just felt this was necessary to the conversation.

We could balance the Garotte by making it piano wire. It deals the user's Strength modifier+1 in damage and silences the target upon damaging until they have a DC 20 heal check made on them or they receive magical healing from any source. Happy day, more things to make spellcasters cry! :D

Sovereign Court

Madcap Storm King wrote:
lastknightleft wrote:
Sean K Reynolds wrote:

For all the garrote fans:

Put one in the hands of an invisible stalker. When they're flat-footing and killing your PCs in 1-2 rounds, you may change your mind about how fast the garrote can kill people.

Translation: Sometimes you have to weaken something so it doesn't take over the game. Everyone running around garroting each other isn't heroic or fun.

CR7, low fort save bonus at level 7 +2, chance to hit a DC 10 fort save with a 0 con mod 60% chance to save. This also assumes that the person being garroted has no defenses vs. CMB so that the stalker succeeded not only the check to grapple you, but that you failed the check to escape.

Deep Slumber by a CR 7 wizard with greater invisibility cast and deep slumber prepared. minimum save DC 16 vs a +2 will save with a +0 bonus 35% chance to save.

I'm sorry, but that's just a plain ridiculous argument to me, how is what you've posted somehow worse than what I've posted. What scenario do you have that can't be easily replicated with a wizard if you have a DM that's a dick? Throwing up hypothetical scenarios where a dick DM can screw over players isn't going to work because we've both done it within the same CR.

A couple things here:

Firstly, the DC to save vs the Garotte is 65%. Victim fails on a 1-7, while 8-20 succeeds. 1-7 is 7/20, 7 times 5 is 35, you know my equations. Me = Nitpicking.

Your Wizard could be a CR 6. The CR system for Class levels is equal to the number of Class Levels possessed by a "CR 0" base creature, like a human, minus 1. Or he could have a scroll of both spells and be even lower level, just with more gold expenditure and a slim chance of failure. He could be depriving the PCs of both XP AND treasure that way!

Sorry, I just felt this was necessary to the conversation.

We could balance the Garotte by making it piano wire. It deals the user's Strength modifier+1 in damage and silences the target upon damaging until they have a DC 20 heal check made...

Um an 8th level wizard is CR 7, I just said CR 7 wizard, I didn't give him a level. I guess you assumed he had to be level 7 because he's casting a 4th level spell, but I never specified a level, merely that he was a CR 7 wizard. My argument was merely that at the same CR as an invisible stalker you can be a much more effective killer.

Oh and I forgot something else. You have to catch someone unawares to use a garrote, so there's also a stealth check involved, granted since we're dealing with invisible creatures that's an easy check assuming the thing being choked doesn't have one of the 8 bajillion things in the game that counter invisibility.

Silver Crusade

Pathfinder Adventure Path Subscriber
hogarth wrote:


Sean -- the grappling rules currently allow you to grapple, pin and tie up an opponent with rope, making your foe helpless and ready for a coup de grace. So it seems silly that your hypothetical invisible stalker stranglers are deadlier when armed with coils of rope from Wal-Mart than garottes.

ROFL.

Shadow Lodge

Karui Kage wrote:

If it helps, I've been tracking all these changes and have noted them in the Archives:

Weapons
Armor
Gear

All the AA's weapons and armor should be up there, I am currently working on the misc. gear so that is not quite done.

One thing I wasn't sure on. Sean, you said Stoneplate should indeed receive the +1 bonus from 3.5 to PRPG, making it a total +10 armor bonus? Was the increase on its max dex intentional as well? It was +0 in the Campaign Setting and is now +1.

Thanks!

Thanks KK, I've been thinking it would be nice to have all the various changes in a single post so I didn't have to wade through this whole thread.

Scarab Sages

0gre wrote:
Karui Kage wrote:

If it helps, I've been tracking all these changes and have noted them in the Archives:

Weapons
Armor
Gear

All the AA's weapons and armor should be up there, I am currently working on the misc. gear so that is not quite done.

One thing I wasn't sure on. Sean, you said Stoneplate should indeed receive the +1 bonus from 3.5 to PRPG, making it a total +10 armor bonus? Was the increase on its max dex intentional as well? It was +0 in the Campaign Setting and is now +1.

Thanks!

Thanks KK, I've been thinking it would be nice to have all the various changes in a single post so I didn't have to wade through this whole thread.

As a bonus, I will be adding an 'errata' page to that site with everything from here plus any other bits of errata I find for the non-core books (it's on my list of things to do).


Overall, I like the book quite a lot. The few weapons that say to refer to the campaign setting book seems a little lazy, though. Really, I think it would have been more appropriate to add their descriptions to this book.

The Exchange

Pathfinder Rulebook Subscriber

any official word on the double weapon stats for a meteor hammer and whether its actually 19-20/x2 crit ?

Dark Archive

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

thanks


I didn't see anything about bows or arrows in the replies. Are there any new stuff for either of those in the book? Mainly special arrows.


Sarcoth wrote:
I didn't see anything about bows or arrows in the replies. Are there any new stuff for either of those in the book? Mainly special arrows.

Nothing new on that front. The Thorn Bow, and Thorn Arrows (from the PCCS) are in there of course. But I think those are the only bow/arrow items.


Disenchanter wrote:
Nothing new on that front. The Thorn Bow, and Thorn Arrows (from the PCCS) are in there of course. But I think those are the only bow/arrow items.

Thank you Disenchanter.


Sarcoth wrote:
I didn't see anything about bows or arrows in the replies. Are there any new stuff for either of those in the book? Mainly special arrows.

Just in case you didn't know, the Elves of Golarion Companion has a bunch of different arrows (special purpose and otherwise). And most of them are PF compatible (since they weren't mentioned in the AA (aside from the above). Oh, and the whistling arrow...

The Exchange

Nice book and goob info.The one thing I would of realy of liked to see added is a full list of all the old and new gear and sevices combined.If only to make it easyer for player to shop for gear and not have to jump threw 2 books just to find what they want.Other then that very happy with this book.

Dark Archive

Evinnal wrote:
Nice book and goob info.The one thing I would of realy of liked to see added is a full list of all the old and new gear and sevices combined.If only to make it easyer for player to shop for gear and not have to jump threw 2 books just to find what they want.Other then that very happy with this book.

I've got an equipment DB which I export to excel that lists all the stuff you want.

if you're interested chopswil at comcast dot net

Scarab Sages

Evinnal wrote:
Nice book and goob info.The one thing I would of realy of liked to see added is a full list of all the old and new gear and sevices combined.If only to make it easyer for player to shop for gear and not have to jump threw 2 books just to find what they want.Other then that very happy with this book.

You mean like this?

All those new arrows mentioned are there in the "Goods and Services" section (since they're alchemical items), and all the gear from the Adventurer's Armory is in the respective sections with errata included and PCS items updated.

Paizo Employee Chief Technical Officer

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.

Paizo Employee Chief Creative Officer, Publisher

I'd also like to chime in here and thank everyone for the feedback (positive and negative) on this release. A lot of good points have been raised, and we will very definitely be strongly considering a lot of this feedback when we plan future releases for the Companion line and when we consider future "equipment books" of this type.

Your thoughts and comments are most appreciated.

Shadow Lodge

Do you know when we can expect the pdf to be updated? I just bought it, and wondered. Thanks.

Paizo Employee Chief Technical Officer

Eric Clingenpeel wrote:
Do you know when we can expect the pdf to be updated? I just bought it, and wondered. Thanks.

In a few weeks, probably shortly after we release the new errata docs and PDFs for the Core Rulebook and Bestiary.

The Exchange

Evinnal wrote:
The one thing I would of really of liked to see added is a full list of all the old and new gear and services combined. If only to make it easier for player to shop for gear and not have to jump threw 2 books just to find what they want. Other then that very happy with this book.

@Evinnal: You will find all of the new gear, plus gear from the Adventurer's Armory, plus gear from the various Companion and Chronicles books, plus gear from various other 3.x sources, all merged together on the equipment pages of d20pfsrd.com.

Sarcoth wrote:
I didn't see anything about bows or arrows in the replies. Are there any new stuff for either of those in the book? Mainly special arrows.

@Sarcoth: All of the items (including errata) from Adventurer's Armory have also been added to d20pfsrd.com. Very many items from all of the various Companion and Chronicles books (as well as the 3.5 Ultimate Equipment Guide) have also been added.

All of the following special arrows are on the site:

Sovereign Court

Unfortunately, the way the website is up, I can't search this specific forum, and it's getting too long to look through manually.

Still, a thread on another forum brought up a problematic weapon in the AA, the syringe spear.

I'd forgotten about this one, but it was on my list of things to bring up as the wording is a bit vague in how it mechanically works.

Further, it isn't very clear how it functionally has value in the system.

When you compare it to applying a poison to a weapon it doesn't seem to have any superior value. It in fact takes ten times as long to reload as it would to just apply some poison paste to any weapon. Was it perhaps meant to avoid the need to being exposed to the poison yourself?

Does it avoid having the user being exposed to the poison if they roll a 1 on an attack?

I could see a value in the weapon if it allowed for multiple doses of poison to be available with the weapon. Rather than just getting one shot with a poison weapon you could get several, as their is a reservoir in the tip that wouldn't be used up immediately.

It's quite an expensive weapon so I guess I'm just trying to figure out the real benefit.


Erik Mona wrote:

I'd also like to chime in here and thank everyone for the feedback (positive and negative) on this release. A lot of good points have been raised, and we will very definitely be strongly considering a lot of this feedback when we plan future releases for the Companion line and when we consider future "equipment books" of this type.

Your thoughts and comments are most appreciated.

I'm glad to hear that you're taking any comments or criticism in the constructive spirit that's intended.

Scarab Sages

Mok wrote:

Unfortunately, the way the website is up, I can't search this specific forum, and it's getting too long to look through manually.

Still, a thread on another forum brought up a problematic weapon in the AA, the syringe spear.

I'd forgotten about this one, but it was on my list of things to bring up as the wording is a bit vague in how it mechanically works.

Further, it isn't very clear how it functionally has value in the system.

When you compare it to applying a poison to a weapon it doesn't seem to have any superior value. It in fact takes ten times as long to reload as it would to just apply some poison paste to any weapon. Was it perhaps meant to avoid the need to being exposed to the poison yourself?

Does it avoid having the user being exposed to the poison if they roll a 1 on an attack?

I could see a value in the weapon if it allowed for multiple doses of poison to be available with the weapon. Rather than just getting one shot with a poison weapon you could get several, as their is a reservoir in the tip that wouldn't be used up immediately.

It's quite an expensive weapon so I guess I'm just trying to figure out the real benefit.

If I remember correctly, this weapon is based off the Injection Spear from Legacy of Fire. The main use of this is that you can put potions in it and inject others with them, like inflict potions or (as in the adventure path) calm emotions (stop that raging creature!). There are other uses, I'm sure, besides poisons.

Paizo Employee Creative Director

Mok wrote:

... the syringe spear.

I'd forgotten about this one, but it was on my list of things to bring up as the wording is a bit vague in how it mechanically works.

Further, it isn't very clear how it functionally has value in the system.

When you compare it to applying a poison to a weapon it doesn't seem to have any superior value. It in fact takes ten times as long to reload as it would to just apply some poison paste to any weapon. Was it perhaps meant to avoid the need to being exposed to the poison yourself?

Does it avoid having the user being exposed to the poison if they roll a 1 on an attack?

I could see a value in the weapon if it allowed for multiple doses of poison to be available with the weapon. Rather than just getting one shot with a poison weapon you could get several, as their is a reservoir in the tip that wouldn't be used up immediately.

It's quite an expensive weapon so I guess I'm just trying to figure out the real benefit.

The weapon, as it was originally built as a weapon used by gnolls in Pathfnider AP #20, was used to "inject" potions into other creatures as well. In particular, gnolls used it to inject potions of rage into creatures that were fighting on the front line; it's basically a way to administer potions to another creature in combat without provoking an attack of opportunity, or to creatures too dumb to know when or even how to drink a potion.

The fact that it can also inject poison was actually a secondary use in the adventure itself.

EDIT: HA! Slow-motion ninjaed!

The Exchange

Pathfinder Rulebook Subscriber

Did someone mention that brass knuckles used by a monk are just flair , and use the monk's unarmed strike damage?

If a monk had +1 flaming brass knuckles, would they do the unarmed strike damage +1 and gain +1 to hit?


I definitely am liking this book and since I have the pdf the updated version will be much appreciated. One question though: certain weapons appeared (mere club, cestus, sica, meteor hammer and scissor) that had me wondering in addition to previous mention in other Paizo and non-Paizo products with some of these, was a particular TV show on Spike popular with the staff who were working on this?

Paizo Employee Chief Technical Officer

Mok wrote:
Unfortunately, the way the website is up, I can't search this specific forum, and it's getting too long to look through manually.

If you're viewing the actual Product Discussion forum (http://paizo.com/paizo/messageboards/paizo/products), and not just a single thread from that forum (like this page), you can indeed search just that forum using the forum search box that appears at the upper right.


Vic Wertz wrote:
Eric Clingenpeel wrote:
Do you know when we can expect the pdf to be updated? I just bought it, and wondered. Thanks.
In a few weeks, probably shortly after we release the new errata docs and PDFs for the Core Rulebook and Bestiary.

Will the core errata update take care of the invisibility problems? This has been plaguing our game since August with no official answers or corrections.


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?

Liberty's Edge

I would like to know why Amazon has this product listed as not out yet when it is out. I ordered mine through Paizo and its on its way.

Dark Archive

Pathfinder Roleplaying Game Superscriber
CapeCodRPGer wrote:
I would like to know why Amazon has this product listed as not out yet when it is out. I ordered mine through Paizo and its on its way.

I don't know why they have it listed as not out yet. But it sold out so that might have had something to do with it.

Liberty's Edge

CapeCodRPGer wrote:
I would like to know why Amazon has this product listed as not out yet when it is out. I ordered mine through Paizo and its on its way.

A question best asked to Amazon. I've learned not to count on getting Paizo stuff from Amazon on release. I have much better luck with a local gaming store.


Dark_Mistress wrote:
CapeCodRPGer wrote:
I would like to know why Amazon has this product listed as not out yet when it is out. I ordered mine through Paizo and its on its way.
I don't know why they have it listed as not out yet. But it sold out so that might have had something to do with it.

Amazon is in the book trade. They tend to get gaming material on different release days than hobby shops and, often, later. They don't always carry everything either.

RPG Superstar 2015 Top 8

According to this post, the first print run already sold out. Although some did make it to distributors (i.e., and ergo to places like Amazon), I imagine they also have already sold out quickly.

Hence, Amazon's "not out yet" note is referring to when they will receive their copies of the second print run.

Paizo Employee CEO

CapeCodRPGer wrote:
I would like to know why Amazon has this product listed as not out yet when it is out. I ordered mine through Paizo and its on its way.

It is one thing to say that a product is sold out and another to have it gone from the distribution system. We sent out all the printed copies (keeping a few on hand for ourselves), so it has technically sold out for us. But all those copies are out there in stores and on paizo.com, so it is still available. Make sense?

-Lisa


Lisa Stevens wrote:
CapeCodRPGer wrote:
I would like to know why Amazon has this product listed as not out yet when it is out. I ordered mine through Paizo and its on its way.

It is one thing to say that a product is sold out and another to have it gone from the distribution system. We sent out all the printed copies (keeping a few on hand for ourselves), so it has technically sold out for us. But all those copies are out there in stores and on paizo.com, so it is still available. Make sense?

-Lisa

Lisa,

Do you plan to print more copies this time around for the book since the first print run sold out so quickly?

If you do the same amount, maybe I should go ahead and order it now. It's just weird thinking not having access to a book (if the 2nd print sells out, also) not even 6 months after it is released. I still consider that "new".

Dark Archive

Pathfinder Roleplaying Game Superscriber

Yeah I am 99% sure they made mention they was doing another printing, though I am not sure if they have already ordered the next printing or not.


Yes, they have made several mentions there will be another printing. What I was asking is will the second printing be a higher amount since the first printing sold out so quickly.

I just think it's unusual to not to be able to get a hold of a supplement book only 3-6 months after it's released because all the copies are sold out already.

Dark Archive

Lisa Stevens wrote:

It is one thing to say that a product is sold out and another to have it gone from the distribution system. We sent out all the printed copies (keeping a few on hand for ourselves), so it has technically sold out for us. But all those copies are out there in stores and on paizo.com, so it is still available. Make sense?

-Lisa

I don't know... I pre-ordered it at my FLGS, and I still haven't got it. Either it's still on its way (possible) or they underestimated the demand (meaning that others who pre-ordered before I did got their copies but I didn't).

Hmmm... I'll probably need to ask them about it ASAP.

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