Choose your weapon and stride boldly into battle with Pathfinder RPG Ultimate Equipment! Within this handy, all-in-one reference, you'll find 400 jam-packed pages of magic items and adventuring gear, from simple camping equipment and weapons up to the most earth-shaking artifacts. Included as well are handy rules references, convenient price lists, and extensive random treasure generation tables, all organized to help you find what you need, when you need it. With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.
Pathfinder RPG Ultimate Equipment is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
Pathfinder RPG Ultimate Equipment includes:
Thousands of items both magical and mundane, including the best weapons, armors, magic items, and gear from the Pathfinder RPG hardcover line and select other Pathfinder sources, as well as hundreds of never-before-seen items.
Tons of special materials and magical abilities to help you create exactly the magic item you've been looking for.
A wealth of specific magic items, organized by type to ensure your character is always wearing as much magic as possible.
An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.
New alchemical weapons, tools, and poisons.
Kits to help your character get the most out of her skills or profession, plus new mounts, animal companions, and retainers.
Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.
Ultimate Equipment is a whopping, 400-page collection of stuff to kit out your Pathfinder character. With stats and prices included for everything, the book is a shopper’s dream. It compiles, occasionally revises, and significantly expands the gear options from previous Pathfinder hardcovers as well as various other Paizo products. The book doesn’t have *everything*, of course—new books continued to be published after it, containing new items—but it does have a wealth of gear for the vast majority of characters and builds. The lists of items and their descriptions is broken up with a lot of illustrations, and the book is in full-colour. Structurally, the book is sectioned into an introduction, six chapters, and three appendices (plus an index, crucial for a book like this).
The book’s introduction is just two pages long. It starts by going over where the items in the book are drawn from, noting that there are also several new ones (it’s great to see several contributions from the RPG Superstar contests). Each chapter then gets a paragraph or two of description, but the structure of the book is pretty self-explanatory.
Chapter 1 is Arms & Armor, surely the most visited part of the book. The 46 pages of material here cover all of the well-known weapons and armor in the game, but also includes a *lot* of fairly obscure ones. There are good descriptions of the equipment and helpful, clearly-written refresher on rules elements related to them (so you don’t have to switch to the Core Rulebook to remember what Armor Check Penalty affects, for example). There’s an extensive overview of the firearms rules, an organisation of the fighter weapon groups, a section on special materials (including some really interesting ones!), and a section for gear made of primitive material like bone or stone.
Chapter 2 is Gear and comes in at 56 pages. Everything from general adventuring gear (like rope) to mounts to clothing to lodging and services are covered here. Alchemical items receive several pages of coverage (a lot of the alchemical remedies are as good as spellcasting, and much cheaper), and there’s a couple of pages on poisons (with a good, clear explanation of how they work). I’ve always found particular value from the section on services—the book has costs for things like hiring a lawyer, a doctor, or a scribe. A lot of players (i.e., those not as interested in equipment) will appreciate the expanded list of class kits to get things done quickly.
Chapter 3 is Magic Arms and Armor and is 38 pages long. This chapter has weapon and armor special abilities as well as specific named weapons and armor. Some of the named weapons are really cool because they can do some things you just can’t do with the generic list of special abilities. Other items I noticed were things like folding plate (a brooch that instantly covers or removes a suit of full plate mail—like Iron Man in the movies!) and burrowing bullets (staggers living creatures as it burrows through their body).
Chapter 4 is Rings, Rods, and Staves (28 pages). I find most of the items in this chapter too expensive with effects easily duplicated more cheaply elsewhere. Most staffs, for example, just aren’t worth it apart from the few with one-of-a-kind abilities. On the other hand, the metamagic rods are surprisingly cheap for the instant versatility they give spellcasters, and probably should have been priced higher.
Chapter 5 is Wondrous Items and is the longest in the book at 122 pages! The chapter is broken down into body slots, so it’s easy to find something to fill an empty slot on your inventory sheet. There’s a ton of fun things that one hardly ever sees because folks are too busy with optimising every +1 they can out of the game. Neat things I noticed include the belt of the weasel, the shirt of immolation, the cloak of fiery vanishing, the bracelet of friends (in case you *do* split the party), and abjurant salt (could be a real life-saver!).
Chapter 6 is the shortest chapter (26 pages) and covers Artifacts and Other Items. The “Other” category referred to consists of cursed and intelligent items. I’m not a fan of intelligent items--they require the GM to role-play an omnipresent NPC and their ability to cast spells makes the action economy of the game too unbalanced. On the other hand, I am the evil type of GM who likes cursed items, and wishes we saw more of them--classics like the berserker sword and innovations like the dust of sneezing and choking really twist things around! Artifacts aren’t something I’ve ever had much opportunity to use.
The three appendices contain *extensive* random tables to generate various types of treasure, gems, and art objects. If you want a random level 1 potion or level 4 wand, this is the place to come.
Everything in Ultimate Equipment is setting-neutral, so you don’t have to worry about adventure spoilers (unlike those naughty players who just start googling stuff!). The items are also better vetted, and I wish more tables just limited available options to this book. If you can’t find what you want here, you probably don’t really need it!
I didnt realize how much I would be using this book when I picked it up. It is by far one of the most valuable PF books available. Get it to add all the right contexts to your partys equipment.
I'm rather disappointed with Ultimate Equipment overall. It reminds me an awful lot of the 3.5 Magic Item Compendium, with insanely cheap items and an overabundance of swift actions.
I find UE nearly useless for treasure generation since "common" Core items end up being so rare, and 80% of what else it generates are broken (too powerful), over-exotically flavored, or too niche. The Treasure Tables themselves, while useful for certain situations, seem turn every NPC into a Christmas Tree of items, half of which I would have to look up to even know what they do.
There aren't quite so many over-powered/dirt-cheap items as the MIC, although the exceptions are pretty exceptional (e.g. the PFS-banned Quick Runner's Shirt and Bracers of the Falcon). At least it fixed the APG staff prices though, and yes, the layout is useful, though I find it encourages metagamy "fill every slot" mentality
I know someone on here is more of a bean counter than I am, so what is the approximate ratio of new stuff in the UEG to reprinted stuff?
Well it's a 400 page book and every item in the magic item section from the core book are in there, all the normal stuff too. I would have to guess but about 40 - 55 % are new.
When I look at the definition of the halfling sling staff, I always think of a lacrosse stick being used. Which is more probable to imagine fighting with than a forked stick with a sling between it's branches. The lacrosse image is what I use with my adventure group.
Bug report: The text for Spellguard Bracers has a typo in the PDF in that it appears correctly on the printed page, but is actually "Sp ellguard Bracers" which means searches for it will not find the actual entry, only the index listings.
Just got my print version from my local hobby store, looks very good :)
Something I didn't quite understand on the wondrous items sections, what does the CL mean in practice? Does it mean that the wielder need a caster level of X? The description didn't seem that self explanatory to me :(
Something I didn't quite understand on the wondrous items sections, what does the CL mean in practice? Does it mean that the wielder need a caster level of X? The description didn't seem that self explanatory to me :(
The wielder doesn't need to have a caster level at all, usually.
There are two main uses for an item's caster level:
- It's used when identifying an item with the use of the Spellcraft skill.
- It's used to determine spell-effects with variables that are based on caster level (an item allowing you to cast fly would have its duration based on the item's CL, while an item allowing you to cast fireball would have its damage based on the item's CL).
Something I didn't quite understand on the wondrous items sections, what does the CL mean in practice? Does it mean that the wielder need a caster level of X? The description didn't seem that self explanatory to me :(
The wielder doesn't need to have a caster level at all, usually.
There are two main uses for an item's caster level:
- It's used when identifying an item with the use of the Spellcraft skill.
- It's used to determine spell-effects with variables that are based on caster level (an item allowing you to cast fly would have its duration based on the item's CL, while an item allowing you to cast fireball would have its damage based on the item's CL).
It didn't say that specifically (unless I missed something very important part in the book).
Thanks for the clarification, it didn't make sense that most magic items would be un-usable for most classes. :)
Does anyone know when it will be on the srd? I am waiting to see if I will need to buy it for PFS
This one is very time-consuming and labor intensive because many of the items either did not change at all, or only have minor, non-mechanically affecting wording changes. We have to essentially go over each and every item and see if it's worth replacing what we have with the new stuff. Gah sometimes this job sucks! :)
About the only negative this book has for me is it had no new weapons and armor that wasn't covered elsewhere in Pathfinder products, and some of it was left out. (armored kilt)
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
Nevermind me! I just reread the feather fall spell and noticed that it can only affect freefalling objects and creatures. That combined with the restriction of "The item cannot be activated to provide just one of these two effects; they are always activated simultaneously." means it works how I first thought, not how I second-guessed myself.
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
It's a one-use item.
Maybe I'm missing something but how would one know that by the text? I suppose one could infer it by the name including "snap" as in "I suppose you're supposed to snap it in half when you use it?"
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
It's a one-use item.
Maybe I'm missing something but how would one know that by the text? I suppose one could infer it by the name including "snap" as in "I suppose you're supposed to snap it in half when you use it?"
Honestly, I think I had the same question when I first saw the item submitted to RPG Superstar...
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
It's a one-use item.
Maybe I'm missing something but how would one know that by the text? I suppose one could infer it by the name including "snap" as in "I suppose you're supposed to snap it in half when you use it?"
Honestly, I think I had the same question when I first saw the item submitted to RPG Superstar...
The earliest version I found, says single use and a more limited duration for the Invisibility.
When I look at the definition of the halfling sling staff, I always think of a lacrosse stick being used. Which is more probable to imagine fighting with than a forked stick with a sling between it's branches. The lacrosse image is what I use with my adventure group.
A sling staff isn't like a slingshot. This link has a basic description. The lacross analogy isn't far wrong, but it's more like a trebuchet than a solid-arm catapult.
The Snapleaf wondrous item found on page 319 seems to beg for some errata. It allows for nearly constant invisibility, including in combat, for just 750 gp since there are no restrictions on when or how often it can be activated. And it's slotless to boot!
It's a one-use item.
Maybe I'm missing something but how would one know that by the text? I suppose one could infer it by the name including "snap" as in "I suppose you're supposed to snap it in half when you use it?"
Honestly, I think I had the same question when I first saw the item submitted to RPG Superstar...
I have to echo jreyst's comment. I looked at the linked thread of the original submission and the text indicating it is supposed to be single use was removed when published in UE. Please add this to the FAQ or errata when you can.
There are some items that seem to be single use with the assumption that people can identify them as such without explicit wording, such as the Apple of Eternal Sleep, but there are others such as this where I don't believe it as so clear. Hindsight being what it is, it would have been nice to just have a little icon added to items that are single-use or a table of them somewhere; a standard symbol to indicate it would also eliminate the need to spell it out in every entry.
As noted in this thread there appears to be a Widen Spell Metamagic Rod listed on the table in the PDF, but it doesn't actually have an entry like the other metamagic rods do, I suspect this is an error.
A sling staff isn't like a slingshot. This link has a basic description.
I love how the picture of the staff-slinger on the boat (at the Battle of Sammich) also has an archer either shooting a turkey leg or one of Green Arrow's boxing glove arrows at someone. :)
So having now used this to equip a character, and now as a GM checking over my player's characters, I have to say I really appreciate this book. I'd say my only complaint is the weight issue on the kits, which I might just disallow in the future. (I actually use the encumbrance rules.)
I just glanced through this at a local bookstore, and I was surprised to see how many great things there are in this book. I liked the descriptions given for lamellar and four-mirror armor (though with the latter, does it actually provide a +6 armor bonus for just 45 gold? Isn't that pretty good armor for such a low price?), and the new alchemical weapons were very cool. I especially like the fuse and pellet bombs -- now I can put grenadiers into a Kingmaker army.
Didn't get much of a chance to see the new magic items, but the winter wolf cloak (I think?) was cool; I've always liked winter wolves, and the chance to be one is great. And I like the various crowns and such. Again, they'll be great for that Kingmaker campaign I keep hoping to run.
It's a great book, Paizo; and I am definitely going to be buying it!
are all special materials considered masterwork? I notice some do not have that explicitly stated in their description. Griffon Mane, Living Steel, Elysian Bronze, etc...
are all special materials considered masterwork? I notice some do not have that explicitly stated in their description. Griffon Mane, Living Steel, Elysian Bronze, etc...
If it doesn't say so, then no. Not every special material is masterwork right from the get-go.
Question about the Ring of transposition. I believe the way it's supposed to work is to allow you to change places with another ring wearer but the way it's worded it seems that just the aforementioned ring and the transposition ring swap places. Could someone please explain this?
Question about the Ring of transposition. I believe the way it's supposed to work is to allow you to change places with another ring wearer but the way it's worded it seems that just the aforementioned ring and the transposition ring swap places. Could someone please explain this?
It does both. First, the wearer exchanges places with the wearer of the bonded ring:
"Once per day, the wearer of the ring of transposition can speak a command word to exchange places with the creature wearing the bonded ring, which must be within 800 feet, as though using a dimension door spell against a willing target."
Then, the rings also swap:
"In the process, the ring of transposition trades places with the ring on the other creature’s hand, and the bond between the rings is broken."
Question about the Ring of transposition. I believe the way it's supposed to work is to allow you to change places with another ring wearer but the way it's worded it seems that just the aforementioned ring and the transposition ring swap places. Could someone please explain this?
I think you're misreading the definition. You definitely swap places.
Ultimate Equipment wrote:
Once per day, the wearer of the ring of transposition can speak a command word to exchange places with the creature wearing the bonded ring,
The remaining question is whether the ring of transposition ends up on the finger of the original wearer, or whether the rings stay in the same location while the people swap places. If there hadn't been any "explanatory" text I doubt if anyone would even have considered whether or not the original wearer ended up with the bonded ring in place of the ring of transposition, so all the description in UE does is to make things a whole lot less clear - I'm not sure what it is trying to say.
While updating d20pfsrd.com with the Ultimate Equipment content we noticed that the Daredevil softpaws/boots changed from their appearance in Advanced Race Guide.
In the ARG version whenever the wearer successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn." whereas in Ultimate Equipment the bonus is only +1. We are assuming this was intentional and not an error or typo?
Sean K Reynolds I have a question for you since James was unable to answer it he sent me to you. The question is what are the items used by the character described in the intro of Chapter 3? I have a player who is interested in either a) collecting them from the fallen hero or b)recreating them so he may become a hero of legend as well.
SolidHalo, if you are referring to the text on page 113, that is a work of fiction and not necessarily based on any actual game items. I'll ask James Sutter to take a look at this thread, as I think he wrote that and may be able to tell you if he had any specific magic items in mind.
SolidHalo, if you are referring to the text on page 113, that is a work of fiction and not necessarily based on any actual game items. I'll ask James Sutter to take a look at this thread, as I think he wrote that and may be able to tell you if he had any specific magic items in mind.
I believe that those items are going to be covered in either the upcoming Chronicle of the Righteous or Champions of Purity. Glad they captured your imagination! :D
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In the Game Mastery Guide, on page 118, is Table 5-2: Random Items. When this book first came out there were very few rods and staves (21 stave to be precise) so they only appeared on the MAJOR item generator.
Ultiate Equipment now has many more and there are now some designated at being MEDIUM. I looked thru the guide looking for a new Random Generator, but there isn't one that does as well as the one in the DMG.
If there is one that came out here, or if someone has made an updated one on their own, could I please get a link?
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I like the sheer randomness of the GMG table. For example, it is the best for determining a traveling merchant's goods. The merchant could have something for everyone to buy, if they have the money. Also, the GMG weapon table has a greater selection of than UE.
A table for determining lesser or greater tables (and least in the minor slotless items) would be nice. If not on a seperate table, it should be incorporated into the random table.
An example: 91-95 major lesser wondrous item; 96-100 major greater wondrous item.
Was hoping to find it in this thread but didn't see it. In the CRB a Mithral Shield costs +1000gp, in UE it costs +1500gp same as Light Armor. Is this correct or a Typo?
Was hoping to find it in this thread but didn't see it. In the CRB a Mithral Shield costs +1000gp, in UE it costs +1500gp same as Light Armor. Is this correct or a Typo?
Good catch. In both light armor costs 1,000 gp. It strikes me as odd that a shield would cost more, so I would assume that the CRB is correct until an official dev notes otherwise.
Your right, Light armor is +1000 in both... not sure why I thought it said +1500. The 500gp increase in the UE seems odd especialy concidering a Chain Shirt weighs 25 lbs and even a Heavy Shield is lighter at 15 lbs.