Pathfinder Roleplaying Game: Ultimate Equipment (OGL)

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Pathfinder Roleplaying Game: Ultimate Equipment (OGL)
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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.
  • ... and much, much more!

ISBN-13: 978-1-60125-449-8

Errata
Last Updated - 5/19/2016

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

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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If It's Not Here, You Probably Don't Need It

5/5

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!


By far my favorite PF book

5/5

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.


2/5

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


excellent book

5/5

This is a great book for finding equipment when cashing out your loot in the game.


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Sovereign Court

How soon should we be able to see that fix? It's still only letting me download a 38MB file for the full file.

Community & Digital Content Director

Hm, that should have been immediately reflected once I kicked it. Investigating...

Sovereign Court

Is it possible that those who clicked on the download link to customize the PDF before you replaced the file are stuck getting a cached copy of it for a while? I don't THINK I clicked that link before you posted that it was fixed, but it's possible I did.


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Both the quickrunner's shirt and the cap of the free thinker were nerfed, my barbarian player won't like that...

Community & Digital Content Director

OK, so that 38MB file is the correct one. But 38MB seems bigger than it should be, and I'm digging to see what I can find and may sync an updated file to our servers if I can get it a bit smaller.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I got a 47 MB file for the non-lite version, which looks correct.

Liberty's Edge

When could we expect the second printing to make it to Europe? It's difficult to find the first printing at a sane price.


Zaister wrote:
Both the quickrunner's shirt and the cap of the free thinker were nerfed, my barbarian player won't like that...

1 per day?

Grand Lodge

Requires 24 hours of wear before activation. And then once per day.

Silver Crusade Contributor

In addition, the quick runner's shirt ends your turn - you can't pounce with it.

Paizo Employee Chief Technical Officer

Henry Blackwell wrote:
When could we expect the second printing to make it to Europe? It's difficult to find the first printing at a sane price.

Copies should be arriving at retail in June. (For Europe, I'd guess maybe late June.)


Chris Lambertz wrote:
Sqn Cdr Flashheart wrote:
The DL for full file is actually the Lite version.

D'oh. Fixing presently.

EDIT: And fixed! :)

Thanks :-)

EDIT: And I'm confused. I still get the 39,215KB file for both Lite and non-Lite. And the Non-lite has the work "-Lite" on the end. So that's the correct file? OR is there a 47MB file I just can't get?


Feather step slippers and jingasa of the fortunate soldier got nerfed too. Also clarified that snapleaf thing where some people didn't believe it was getting destroyed after use. Also using a bunch of conductive weapons doesn't work anymore. Am glad to see they fixed spell storing armor, though.


The gloves of reconnaissance are much less flexible now.

No more shenanigans with UMD and rings of revelations. The channeling lore cleric in my RotR game will be disappointed (if the change is read with a strict interpretation).

Brawling is hugely more expensive now (+3!) With a minimum of +4 armor - 16000 gp - not nearly as good as it was.

Benevolent went from a flat price to a +1. That's a big hit for certain builds.

I wish the banner of ancient kings was in this book, so they could nerf that stupid item into something less game breaking.

Grand Lodge

The benevolent change did affect me... my armor won't get stronger as quickly now, I suppose.

Ah, well. Could be worse. ^_^


2 people marked this as a favorite.
Kalindlara wrote:
In addition, the quick runner's shirt ends your turn - you can't pounce with it.

Because apparently martials can't have nice things at all.

Allie, same here on a couple builds T-T

Dark Archive

1 person marked this as a favorite.

This errata affected one Society character I still actually play, and I'm not too broken up about that. Overall, I feel like these were good changes.


*Reads Errata*
Ouch... Most of these are fine - annoying for the quick runner's shirt but fine.

That Jingasa of the Fortunate Soldier change though... Way to take a useful little item and make it worthless. The one time crit prevention change is fine I guess, but the luck to deflection bonus? Seriously? Ignoring that it now costs 2.5 times as much as a ring that effectively does the same thing, it doesn't even make flavor sense anymore. At least errata the name to "Jingasa of the Nerfed Soldier" or something.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Ok, with a night’s sleep, I decided to hit the errata on the books. My thoughts:

-Kikko and Four Mirror armor: I don’t think anyone begrudges the increase in price. Not much to add here, I ususally avoid medium armor.

-Scorpion Whip: About time this matched e FAQ. Now if PFS would actually use this version… Before there was no reason to ever use a whip. Poor Calistrians would look at their Egyp- er Osirion counterparts and feel, inadequate. Hardly fair to the Calistrians

-Double Katana Walking Stick: now known as the double slashing shortsword
-
Wyroot, never used it, but trading damage for a ‘recharge’ seems fair. No need for Wyroot scythes though.

Now for the magic:
-Benevolent: Ok, adds to the overall cost of the armor, but you’re still giving up a standard to boost your buddy’s AC. Went from useful to meh, to me.

-Brawling: Ok, so +2 to hit and damage on one weapon is 8K GP, or 16k GP for an amulet of mighty fists, this takes it from the armor costing minimum 4K+ armor to 9K+ armor. A pricey jump, but seems fair to me. Especially since it’s an untyped bonus, so it stacks.

-Spell storing: Finally fixed.

-Mistmail: I’d seen a couple of situational builds with this. Mostly cloud walking. So no more Kitty Pride phasing on air tricks. Reading it, it was underpriced compared to the standard 20% miss chance of a cloak of displacement (lesser) 3 minutes is one combat normally.

-Conductive: I can see where the RAI was for it to work once a round, the text “If the wielder has unlimited uses of a special ability, she may channel through the weapon every round,” implies this. The “only once even if you have multiple weapons” schtick seems a bit wasteful. If someone is TWF with two conductive weapons, they’ve paid for it, let them have their fun. And really, were conductive arrows that common? The ‘melee to melee, ranged to ranged’ nerf might make sense, but it begs for a conductive, greater property.

-Courageous: Given the popularity I’d seen with barbarians and this, it makes sense that it was ‘too good’. I’d rather have seen the cost upped though.

-Huntsman: simple clarification. i.e. actually errata.

-Earthenflail: Change text to read: This weapon is situationally better than a +1 brilliant adamantine heavy flail, but likely not enough that you’d never want to enchant it to more than +1 anyway.

-Ring of Continuation: We knew this was coming. Clearly an ‘oops’ on Paizo’s part.

-Ring of Ferocious Action: We changed the mechanics on this. Don’t ask us why, we’ve no idea.

-Ring of Inner Fortitude: We changed this because doing drugs is bad, ok? You classes that use performance enhancing steroids shouldn’t really benefit from magic to counter them.

-Staff of the Master: Um, yeah, this one I’ve no problem with.
Belt of Fallen Heroes: Ok this one was an upgrade and makes more sense than “Shade of Ajax! Um, open that door for me!”

-Quickrunner’s shirt: I argued four years ago this is not ‘broken’ it is undercosted. See here for an example. 6K is the right price, maybe as low as 4800
(aside, I don’t have an issue with a lot of the ’24 hour attunement rules)

-Jaunt Boots: Hmm, as I read the original it was “Standard to activate (command word) 5’s to move 15 feet, then a move action you can’t move on.” At least this way they’ee situational AOE avoiders. Still not worth it.

-Tremor boots: useless.

-Gloves of Reconnaisance: Previously useful, now useless. Lower the range, the duration *or* add the attunement.

-Jingassa of the Soldier who is wondering why the hell he bought this item. Shall we? Luck bonus would be 2500 for a slotted item. 2000 for deflection. Is one crit negation, period worth 3k? Well let us look at the talismans.
Breath of life, 3500
Instant free cure critical wounds 4d8+7 eats a lot of crit damage too. 2400
Heck, I can get 1/day protection from arrows for 3k, and get 2 more items in that neck slot!
Again, went from a useful (I disagree with ‘must have’) to useless. Get Light Fortification for the crit/sneak attack negation. Not at will, but a lot more often.

-Bracers of Falcon’s Aim: The first version was too good, this version sucks. Is a first level personal potion worth 2k GP? At most, if you have a good UMD it saves you a move action. (move to draw wand, cast, drop, next round shoot instead of cast this round, shoot next.) Per the pricing guidelines, dropping it to 1800 GP, and getting rid of the 24 hour attunement would have brought it in line.

Well, off to work. Where I get paid for talking 


3 people marked this as a favorite.

I'm going to be ignoring nearly all of the FAQ, and if you're cool like me you'll do the same thing.


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
CountArioch wrote:
I'm going to be ignoring nearly all of the FAQ, and if you're cool like me you'll do the same thing.

I can still use all the FAQ and errata rules and be cool, too.


The wording for the Sleeves of Many Garments seems awkward to me.

UE wrote:

Sleeves of Many Garments

These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

It now says that only the appearance of your clothes changes, but the remaining part is still phrased as if the clothes were actually changing. It seems to me that it should read more like this:

UE wrote:

Sleeves of Many Garments

These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other nonmagical set of clothing. These new The clothes appear to fit her perfectly and are always appear clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form appearance.


1 person marked this as a favorite.

I know it is a very small thing, but I'm happy that the Gauntlets of Skill at Arms got turned into High Elven Bracers. Freeing up the hand slot lets them be used with Gloves of Dueling. Yay!


Some many nerfs and so little to be happy about. I count more than 10 items that I own receiving serious nerfs. Only one item, amulet of mighty fist, got a much needed reduction in price. Numerous nerfs go beyond nerfing to the point of making the item now useless. Not happy at all with this.


Duncan7291 wrote:
Some many nerfs and so little to be happy about. I count more than 10 items that I own receiving serious nerfs. Only one item, amulet of mighty fist, got a much needed reduction in price. Numerous nerfs go beyond nerfing to the point of making the item now useless. Not happy at all with this.

The Amulet actually got the price reduced three years ago.


Gisher wrote:
Duncan7291 wrote:
Some many nerfs and so little to be happy about. I count more than 10 items that I own receiving serious nerfs. Only one item, amulet of mighty fist, got a much needed reduction in price. Numerous nerfs go beyond nerfing to the point of making the item now useless. Not happy at all with this.
The Amulet actually got the price reduced three years ago.

Ok. So zero things positive for me from this. Great!


Duncan7291 wrote:
Gisher wrote:
Duncan7291 wrote:
Some many nerfs and so little to be happy about. I count more than 10 items that I own receiving serious nerfs. Only one item, amulet of mighty fist, got a much needed reduction in price. Numerous nerfs go beyond nerfing to the point of making the item now useless. Not happy at all with this.
The Amulet actually got the price reduced three years ago.
Ok. So zero things positive for me from this. Great!

I feel your pain. This particular update has largely passed me by, but I've been hit hard by some previous changes. So I know what it's like to have invested time, creativity, and emotion into a character and then, through no fault of your own, have that character concept be invalidated.


I'm trying to figure out the changes to Wyroot. There were a lot of little wording changes (like replacing 'struck' with 'hit') that don't seem to be mechanically significant to me. The only meaningful change that I can see is that you can now only draw charges from one wyroot weapon each day. Am I overlooking some other important change?


Oh dear, the Errata has come. Time for a summation and evaluation:

Mundane Items:
The Kikko and Four-Mirror prices were ridiculously low, but now seem quite high; I suppose that is the price you pay for outsourcing your Armorsmithing jobs to the Eastern lands.

Shields went up in price. I don't know why, but at least it won't break the bank.

Aklys and Bo Staff got a minor damage boost, the Elven Chained Spear got some extra weapon properties, and the Double Walking Stick Katana got a complete rewrite. It's basically a Shortsword Double Weapon now.

Scorpion Whip completely replaces the Whip in its general usage, since it has higher damage and doesn't require feat investment to keep relevant, and you can TWF with it easier, it being a light weapon and all.

They fixed the Double-Barreled Guns so they function properly. A little needlessly worded, but I imagine that's intentional because of wordwrapping and stuff.

Weapons in the Weapon Groups got some adjustments.

Special Materials:
Mithril Shields got cheaper. Interesting.

Wyrroot Weapons just became a bunch of foam beatsticks that you can only utilize to restore your resources once per day. Although this could've used some clarification regarding critical hits that they didn't expand upon, it's quite pointless to now, since your criticals to siphon points do no damage anyway.

Mithril Mundane items, such as Grappling Hooks, Cauldrons, etc. went up 200%. I don't even know how that makes sense, considering it just got infinitely cheap to make a Mithril Shield than it is to make Mithril Shackles. I mean...wat...

Goods and Services:
Weapon Cords finally got changed. This was bound to happen.

Mundane Services and Goods got their prices changed around. It appears a lot of stuff actually got more expensive. Them feels when it appears more and more people have their hand out because you're an adventurer.

Magic Armor:
Benevolent Armor just became a lot more expensive and harder to acquire, and requires an enhancement bonus now. I mean, it's now in-line with a Benevolent Weapon, but still, sad days for those who just wanna help.

Brawling Armor cost inflated like a balloon. Of course, its intrinsic value deflated, and is now flat like a pancake. I mean, it was a niche armor property, but now it's even more niche. And by niche, I mean extinct.

Spell Storing Armor now works as intended. Hooray. It's still kind of weak though.

Mistmail got nerfed, but I never played with that item, so I wouldn't know how bad it was nerfed. Still, it's there.

Magic Weapons:
Conductive Weapons just became more stupid. Not only can you not use Ranged abilities on Melee attacks and vice-versa, but you can only use it on one attack per round, nor can you activate it more than once per round, regardless of if you're TWFing with two Conductive Weapons. I mean, it wasn't a really strong property, but now it's headstrong, and that's not a good thing. Thanks for making Spell Storing Weapons the only feasible good thing to occur here.

Ahhh, the Courageous property; this day was bound to come, and you guys can thank me for making that happen. This is what happens when you try to fight for Martials to have nice things, they instead become things that nobody would think are nice to have.

Even if it's a slight boost, unless you're a Lore Warden Fighter who dedicates his life to fighting Evil Outsiders, and running away from everything else that comes your way, the Cunning property is still stupid.

Earthenflail is to Adamantine as Rudolph the Red-nosed Reindeer is to the other Reindeer on Santa's Sleigh. That is, it's almost as cool as Adamantine, but it's not really Adamantine. It was a stupid weapon in the first place, but if you're a guitarist, you like amplifiers, and this, my friends, is a magic item called an Amplifier of Stupidity.

Screaming Bolt got a clarification adjustment. Hooray. It still sucks though.

Rings:
Ring of Continuation was originally an overpowered buy that eventually got nerfed into nothingness. This just makes that all history now.

The Ring of Ferocious Action was one of the most unique and very useful non-Big 6 items to have for its price, and served to offset spells like Slow or being hit with a Staggering Critical, something which no other item could do effectively. Now it's just a one-hit wonder that can't be useful for more than a single combat, or even a single application of the Staggered condition. I mean, it's cheap for what it did, sure, but a price increase would've been the more favorable approach.

Ring of Inner Fortitude prevented any cheese people tried to extrapolate from it. The most common offender would've been the likes of Blood Money for Wishes. To be honest, I didn't realize people were doing this, so I suppose that's a good thing (though there are worse things that need fixing than this).

Ring of Revelation got fixed, similar to the reasons above.

Staves:
Staves got a bunch of price adjustments. There's too many to list, and the ones that did get fixed are niche and hardly see the light of day anyway.

Staff of the Master got nerfed, though only in relation to the spells that it can cast. Which, to be honest, don't do a whole lot for 30,000 gold.

Wondrous Items:
Belt of Fallen Heroes now actually gives you a hero, instead of some measly errand boy, and overall got a good buff. To be fair though, this is perhaps the only good change among this section...

Mnemonic Vest got fixed for people pulling cheese of having spells memorized outside of combat for fixing things instead of purchasing scrolls like good samaritans would.

Quick Runner's Shirt now doesn't allow you to attack if you use it. This means that all it's good for is a Spring Attack that doesn't work, instead of helping you to close the gap to get a Full Attack in. I mean, it still has use, but a lot of its offensive usage is gone. For a change this big, I think this should be allowed back in to PFS again.

Clarity for Boots of Escape. Hooray. They're still garbage though compared to Boots of Teleportation or the like.

Feather Step Slippers were nerfed from "All-Terrain Boots" to "You Can Only Run So Fast In These High Heels." Although there are better feet slot items than Feather Step Slippers, this was still one of the best low level feet options, since Difficult Terrain is a very common problem in adventuring. Needless to say, these are garbage now.

Jaunt Boots had a very strange set of strength; on one hand, it was very useless (if we went with the argument you had to spend a Standard Action), and on the other, it was ridiculously good (if we went with the argument that it activated whenever you used a 5-foot step). This helps clarify its usage, which is good, but really all it is, is it allows you a fancy way to Withdraw from a creature with a ridiculous amount of reach. Which isn't bad, but as far as it being worth the feet slot and price....ehhh....

Tremor Boots only allow you to feel tremors that originate on your square now. So really, all it does is allow you feel the earth beneath your very feet. Which is cute, since everyone can unless they're handicapped or no longer have feeling in their legs, in which case you might as well call these "Boots of the Non-Handicapped." (No offense meant here, but it helps demonstrate how useless these boots became.)

Gloves of Reconnaissance aren't anywhere near as cool as whatever gadgets that James Bond uses. Needless to say, this is Paizo's way of saying "Not everyone can be as cool as James Bond." The sad thing is, they didn't even need to nerf this item for them to be right.

Poisoner's Gloves got some clarification, and specifically can work with Alchemist Infusions. A slight buff, and a welcome one at that.

Cap of the Free Thinker only lets you think more freely once per day. Free Speech is an American thing, not a Pathfinder/Golarion thing, so this makes sense thematically. All I can say is, R.I.P. anyone with a bad Will Save.

Jingasa of the Fortunate Soldier is priced wrong and named so incorrectly at this point. Not only are you no longer lucky, but your luck runs out extremely fast, and doesn't ever come back to you. It should've been named to the Jingasa of the Skilled and Not-So-Lucky Soldier, especially if they receive this as a dropped item. Seriously, a +1 Ring of Protection and a +1 Light Fortification armor item is the better buy at this point, and that shouldn't be the case.

Mask of Stony Demeanor? Now an 8,000 gold pile of trash? I'd prefer to call it the Mask of Larceny and Avarice at this point, who would pay 8,000 gold for a +5 bonus to two extremely situational benefits? An insane and greedy person who wants to have it all, that's who.

Plague Mask got a price increase. It's not a horrible item for its price (at this point, it beats out the Jingasa of the Skilled and Not-So-Lucky Soldier), but it's not exactly anything to write home about.

Amulet of Mighty Fist prices and costs were fixed. Clarity. Great. It's still ridiculously expensive though.

Torc of Lionheart Fury got a slight nerf. It's a niche item anyway. I wouldn't whine too much about it.

Highwayman's Cape got an interesting boost. It's no Cloak of Resistance, but at least it's a decent option for those Automatic Bonus Progression games.

Hunter's Cloak got a buff similar to how Boots of Speed function. It's still not better than a Cloak of Resistance though...

Bonebreaker Gauntlets are now called Bonebreaker Bracers to fit in line with them being a Wrist Slot item. Hooray for clarity. They still have some weird text in the description though...("If the save fails, the Wand reduces the target's Strength, Dexterity, or Constitution (wearer's choice) by –6."..I mean, wat?)

Bracers of Falcon's Aim aren't worth their salt anymore, now that it's a 1/day, 1 minute duration effect. I'll say the same thing that I said with the Ring of Ferocious Action: A price increase would've been more appropriate than nerfing its effect into nothingness. You might as well pay for a Wand of Aspect of the Falcon, and it would be more effective for its price compared to this pile of garbage.

Gauntlets of Skill At Arms are removed from the game (the name confused me to its purpose anyway). Now, it's called High Elven Bracers. More fitting. Still not extremely impressive though.

Sleeves of Many Garments got a "fix." I call it a "fix," because I don't think it's truly fixed (as several others may point out). As to what that fix is, I'm not sure. One thing is certain though, it's not over yet.

Goblin Fire Drums went from "This could be an interesting niche item," to "This isn't worth spending the time for the supposed increased fire power."

Harp of Shattering seems to have received clarity. Woohoo. There are still better ways for a Bard to contribute than to play a stupid Harp that doesn't scale or cast spells worth a damn.

Snapleaf can only be used while falling now, instead of before you decide to take a big jump. You know why it's called Snapleaf? Because you either snap the leaf when you're falling, or you snap your neck because you didn't have an Immediate/Swift Action to snap the leaf when you're falling. Sneaky double entendre, Paizo. Very Sneaky. Good thing I have a decent Perception check...

And of course, a couple random table fixes. Nothing too spectacular here.

Out of all of the stuff they nerfed, there's one thing that I'm shocked is not addressed that should've been addressed: Throwing Shields. There's so much wrong here that I don't even know where to start, so I'll just mention all of the big problems: People proposing you can make ranged attacks with it as a Free Action, it having a flat damage dice instead of it scaling based off of what shield type you're using (because as written, it's an attachment/adjustment made to an existing shield), whether you can make shield bash attacks with it like a normal shield, and if you can, if you need the Exotic Weapon Proficiency to properly bash with it, or if it only applies to throwing it, etc. This stuff needs to be clarified, otherwise it's just a silly mess that no sane GM could really allow at his table without fear of cheese or unreliable mechanics.

I imagine there are some others, but off the top of my head, that's the biggest offender.

Overall, I'm severely disappointed with the errata; not only did player options get nerfed into oblivion, but this also puts much more stock into the Big 6 items that didn't need it. Sure, some things needed some fixing and/or adjustments, but a lot of these changes went way over-the-top in fixing stuff when all it really needed was a little fine-tuning. This also severely undervalues the Automatic Bonus Progression system that Pathfinder Unchained introduced by making these non-Big 6 items into absolute garbage, when the entire point of the Automatic Bonus Progression was to make purchasing the non-Big 6 items a much more attractive option.

This is the first Crane Wing errata all over again, where they saw a potential problem (which originated in PFS, mind you), and overreacted by nerfing the subject that didn't need to be nerfed all because of some weird niche that people exploited. So far, they haven't taken the steps afterward, where they proceed to nerf the subject that did need to be nerfed, and left the original nerf in place, but when it comes to the third or fourth printing, I can assure you this sort of thing is going to happen again.

**EDIT** Erratas for my Errata Evaluation. Errata-ception.

Grand Lodge

2 people marked this as a favorite.

*Sigh* I really wish the PDT would stop reinforcing my terrible opinion of them.

Silver Crusade

No need to take blame all on yourself Darsol, especially since Courageous was FaQed a year ago :3


I'm very perplexed at the massive kick in the pants that Brawling armor got... A +3 bonus cost??? The +1 cost was likely too low for what you got, but it was a very niche item that affected an attack that already requires an insanely expensive item to overcome the most common form of DR/Magic... I feel that a +2 bonus would have been a much more reasonable change in price. So much for planning on getting that for my PFS grappler... *Sigh*


1 person marked this as a favorite.

If brawling armor is gonna be +3, it should at least get rid of the light armor restriction. Before it was already annoyingly inefficient for a high strength/low dexterity character to have survivable AC with brawling armor (even with +1 brawling elven chain). But at least it was still cheap enough to buy other items to help make up for it. Now it's just "Egads! I can't afford that AND AC 25 by level 7!"

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Paizo used to have an errata list that showed everything in a book that was changed. It used to be at the top of the "My Downloads" page. If they still do that, where is it? It is not in the FAQ section.

Never mind. Just saw it at the top.


1 person marked this as a favorite.
Zaister wrote:
CountArioch wrote:
I'm going to be ignoring nearly all of the FAQ, and if you're cool like me you'll do the same thing.
I can still use all the FAQ and errata rules and be cool, too.

True, but I specified "cool like me". You clearly are cool in some other way :p. I just wanted to specify that I didn't like the changes presented but wasn't angry about it.


I find the price increase of armor mean, but not a big deal.

The Jingasa doesn't fit its luck theme anymore.


Rysky wrote:
No need to take blame all on yourself Darsol, especially since Courageous was FaQed a year ago :3

But I'm the one who caused the FAQ to occur. The fault is all mine.

Gee Gee my friend. Gee F!@#ing Gee.

Silver Crusade

So would I keep my brawling armor in PFS, or do I have to sell it back?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Oli Ironbar wrote:
So would I keep my brawling armor in PFS, or do I have to sell it back?

Please check the appropriate thread in the PFS forum.


It looks like they didn't fix the table entry for Impact weapons. The description says that it can't be placed on light weapons, which should be footnote 4. But the table has footnote 3 next to Impact, which means it can only be placed on slashing and piercing weapons.


Gisher wrote:
It looks like they didn't fix the table entry for Impact weapons. The description says that it can't be placed on light weapons, which should be footnote 4. But the table has footnote 3 next to Impact, which means it can only be placed on slashing and piercing weapons.

Nope, it looks like they did fix the table. They just didn't list that change in the errata pdf.


In addition to the unlisted change to the Impact footnote on page 137, we have the following:

pg. 31: The kusarigama description had the sentence "For a Medium kusarigama, the sickle end deals 1d6 points of slashing damage, and the chain end deals 1d3 points of bludgeoning damage" added. (With the period missing at the end of that sentence.)

So with just a little casual skimming, that's two changes that were made, but aren't listed in the errata. It makes me a little concerned that there are other changes that didn't get listed. I'm hoping someone at Paizo will read this and errata the errata. I'm thinking they might have posted the wrong version.


So there are more changes in the 2nd printing that aren't mentioned in the Errata. The Klar armor description and the Klar weapon description were both altered. Changed portions are in bold.

"UE 1st printing: Armor Descriptions wrote:

Klar

The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.
"UE 2nd printing: Armor Descriptions wrote:

Klar

The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with shield spikes.
UE 1st printing: Weapon Descriptions wrote:

Klar

The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.
UE 2nd printing: Weapon Descriptions wrote:

Klar

The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with shield spikes; a metal klar counts as a light steel shield with shield spikes. The klar’s shield entry appears on page 12.

None of these changes are mentioned in the Errata. I'm up to four cases of this now. Are we sure that we have the correct version of the Errata posted?


Oops, I goofed up slightly on the changes to the Weapon Description. They are actually as follows.

UE 1st printing: Weapon Descriptions wrote:

Klar

The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes. The klar’s shield entry appears on page 12.
UE 2nd printing: Weapon Descriptions wrote:

Klar

The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with shield spikes; a metal klar counts as a light steel shield with shield spikes. The klar’s shield entry appears on page 12.

Liberty's Edge

Any update on 2nd printing copies arriving in Europe? Still nothing on the usual online retailers.

Shadow Lodge

Darksol the Painbringer wrote:

Oh dear, the Errata has come. Time for a summation and evaluation:

** spoiler omitted **

Actually you're off on some of the mundane items. The price change in the shield entry on the weapons table just lists them with the price for buying either the wooden or steel varieties rather than just the steel, the spikes just makes it the price of the shield with spikes rather than the price for adding spikes to the armor, the aklys actually has its damage reduced rather than bumped, the bo staff damage isn't so much buffed as actually written as a double weapon so it's kind of a wash, and the scorpion whip only gets all of its buffs if you have proficiency with both it and the standard whip (i.e. you can only use it as a lethal whip if you can also use the whip).


Wow. I think I shall hold on to my copy of Ultimate Equipment. Errata? What errata? I can't hear you!!!!!!!!

Paizo Employee Chief Technical Officer

Henry Blackwell wrote:
Any update on 2nd printing copies arriving in Europe? Still nothing on the usual online retailers.

We shipped them to distributors a couple weeks ago, so they should be appearing any moment.

Dark Archive

I want to nominate this book for the pocket edition treatment.

It is THE go-to compilation on magical items and most roleplaying groups would benefit a lot from having one or two of these on their table to quickly look up prices and abilities.


Seconded!

I will preorder the Pocket Edition as soon as I see it.

And this book has recently received a second edition, so now might be a good time!
(Or a bad time, depending on your business decisions, I guess.)

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