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

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Last Updated - 5/19/2016

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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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Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

thenovalord wrote:

and a net occupies a 10 ft square as well!!!

Nope, it has a range of 10 feet. It targets 1 creature.

A butterfly net is 6 feet long.


hmm, well it entangles large creatures...that will have been a player using it incorrect then

cant remember if someone cast magic weapon on a butterfly net to up its hardness

anyhoo, my last post on this topic.....really getting threadnapped....im sure theres an item somewhere they gives you a +4 bonus to that!!

A quick skim down that list shows a whole mass of items that counter monsters for next to no money already

there is that many i feel my point is proved so as i said last post

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

thenovalord wrote:

OK

I dont buy shedlaods of equipment as i said (hence part of the post)

Others do (so while GMing PFS etc I have had players use the adventurers armourey and stuff from any number of other books)

off the top of my head, because as i say i dont buy into the 'many spells can be duplicated by an item'

I don't necessarily agree (why should spellcasters have all the fun? Why should every item be able to be duplicated by spells?), but that's neither here nor there.

thenovalord wrote:
isnt there a suit that does stuff to swarms?

Sure, a swarmsuit gives you DR against Fine (10/-) and Diminutive (5/-) swarms. Far from being unrealistic, it's exactly what real-life beekeepers use. In game terms, though, it also halves your speed. You can have your swarm DR all the time if you don't mind moving at 10'/15' per round, or you can try to get it out and put it on (the nearest comparable for putting it on would be padded armor, which takes 1 minute) when swarms appear and attack you.

Except it also doesn't work against Tiny swarms, and doesn't even block all damage from the swarms it does affect, nor does it increase your ability to attack swarms. It also doesn't protect against the distraction ability of swarms.

Does it help? Sure. If you know you'll be fighting swarms ahead of time and don't mind being slow.

thenovalord wrote:
isnt there a suit that does stuff to grapple?

Sure, a hooked vest inflicts 1 point of damage on creatures when they SWALLOW you, and they can take 1 point of damage when making natural attacks (DC 15 Ref negates), which could include grappling.

Would you consider that "countering" or "negating" grapple?

thenovalord wrote:
tanglefoot

Sure. Causes the entangled condition. Lasts 2d4 rounds. Can be broken or cut.

What monster ability does this counter or negate?

thenovalord wrote:
thunderstone

Seriously? Deafened is a pretty lame condition. Its only strength is use against NPC spellcasters at low levels.

What monster ability does this counter or negate?

thenovalord wrote:
bottles of an 'element'

Like vials of acid or alchemist's fire?

What monster ability does this counter or negate?

thenovalord wrote:
you can get an oil etc that counters nearly all damage reduction

No, you can get an oil (weapon blanch) that counters ONE of three specific DRs - adamantine, cold iron, or silver, not all three, and not any other kind (magic, slashing, bludgeoning, piercing, good, evil, lawful, chaotic, or /-).

You may have also missed this sentence: "The blanching remains effective until the weapon makes a successful attack." You apply the stuff. It lasts for ONE attack. If I'm fighting something that has DR, I have to:

a. Have a hot flame nearby
b. Get out weapon blanch (move action)
c. Apply it (standard action)
d. Hold it over hot flame (full round)
e. Attack
f. Repeat

At best, I can get 1 melee attack every 3 rounds, and if I put it on ahead of time and attack anything with that weapon that doesn't have that DR, then it's wasted. It's better on arrows, since I can just have an extra quiver of them and not use them until I run into a golem, werewolf, demon, or other thing of the appropriate DR, but it's cheaper to just buy cold iron arrows (or, for most weapons, a cold iron melee weapon) than weapon blanch (cold iron). You can save some money with silver or adamantine weapon blanch vs. just getting the arrows with that metal.

In other words, I could buy a weapon blanch (adamantine) for 100 gp and use it once. Or, I could buy an adamantine weapon and use it infinity times (and also get the ignore hardness under 20, better hardness and hp for the item). Because it gets wiped off on one hit, and because I can't combine the blanches, and because the application takes a several-round process (vs. just slapping a spell or magical oil or magical silversheen taking 1 round to get out and apply, and then actually lasting rounds, minutes, or hours rather than one hit), I can't just walk around ready to negate anything.

thenovalord wrote:
stupidty of the blunt arrow et al

I'll give you that one--blunt arrows are kinda silly--though I can't say for sure about et al. :)

thenovalord wrote:
ear plugs

Earplugs give you a +2 bonus to saves against effects that require hearing (and a -5 penalty to hearing-based Perception checks).

What monster ability does this counter or negate?

thenovalord wrote:
and to turn it all on its head, shouldnt you be persuading me too buy, rather than me explaining why i wont buy!!!! ;-)

You should buy the book because it's full of awesome stuff.

You should also look at the books you're critiquing, as none of the examples you provided actually seem to do what you say they do; i.e., counter or negate a monster ability.

Perhaps we have different understandings of countering or negating. When I hear countering or negating, to me that means it foils or spoils it entirely, like a counterspell does to a spell.

Do these pieces of equipment have any effect at all? Sure. If they didn't do ANYTHING, they'd be pointless. But, I guess I don't see how giving a small situational bonus (earplugs) or one-time effect (weapon blanch) or even partial protection against a thing (swarmsuit) is the same thing as countering or negating.

YMMV, but I'd encourage you to look at the book when it comes out, and for that matter to look again at these items and what they actually do. Perhaps your players have been pulling a fast one on you and trying to get away with their items do things they actually aren't supposed to do. Hopefully not, but you never know. :)

Shadow Lodge

First off, I personally can't wait until this comes out. I've been eagerly looking forward to it since it was announced. I bought the Adventurer's Armory twice (hardcover and pdf) because I couldn't wait for the hardcover to come and wanted to see it. That being said, I just had a comment on something. :)

Jason Nelson wrote:
thenovalord wrote:
thunderstone

Seriously? Deafened is a pretty lame condition. Its only strength is use against NPC spellcasters at low levels.

What monster ability does this counter or negate?

I've used this a time or two to counter some pretty powerful effects. When used on your party who voluntarily fail their saves, it counters any ability that requires you to hear it, such as a harpy's song or any language dependent spell. Heck, it even causes a Great Copper Wyrm's Deadly Joke to fail! :)

But anyways... Yeah, the book will be awesome!


Will this book have reprinted magic items from the players guide and/or Advanced players guide?

Silver Crusade

I am so excited about a 400 page book on items! Heck, make it 600, lol.

Anyway, I am really hoping that ALL the minerals, and plant fauna are included with PICTURES! I would love to see like 25 or more beautiful mineral pictures, and various plant species!!

Give some love to herbalists and CRAFTERS. :)

I would LOVE to see material components in the mundane section. My, God would that make my day. With some illustrations too? Wow. (e.g., diamonds or diamond dust) with a pic? awesome sauce.

Thank you for listening.

Bel.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Eric Clingenpeel wrote:

First off, I personally can't wait until this comes out. I've been eagerly looking forward to it since it was announced. I bought the Adventurer's Armory twice (hardcover and pdf) because I couldn't wait for the hardcover to come and wanted to see it. That being said, I just had a comment on something. :)

Jason Nelson wrote:
thenovalord wrote:
thunderstone

Seriously? Deafened is a pretty lame condition. Its only strength is use against NPC spellcasters at low levels.

What monster ability does this counter or negate?

I've used this a time or two to counter some pretty powerful effects. When used on your party who voluntarily fail their saves, it counters any ability that requires you to hear it, such as a harpy's song or any language dependent spell. Heck, it even causes a Great Copper Wyrm's Deadly Joke to fail! :)

But anyways... Yeah, the book will be awesome!

Fair enough. Silence can be dispelled, but deafness has to be cured even if it's only temporary!

Your example reminds me of the 1st Edition days, when players with rings of fire resistance took great glee in lighting themselves on fire with flasks of oil to thwart green slime, black pudding, and the like.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Dragon78 wrote:
Will this book have reprinted magic items from the players guide and/or Advanced players guide?

The posted statements say it will include all the stuff from the Pathfinder RPG hardback line, so sounds like APG yes, Ultimate books yes, Golarion-specific books I would interpret that as a no.


Jason Nelson wrote:
Your example reminds me of the 1st Edition days, when players with rings of fire resistance took great glee in lighting themselves on fire with flasks of oil to thwart green slime, black pudding, and the like.

My dragon shaman (3.5, PHB2) has energy immunity (fire). He picked up a ring of retribution.

I have not used it yet, but I can't wait to see it in action. :D


Jason Nelson wrote:
Eric Clingenpeel wrote:

First off, I personally can't wait until this comes out. I've been eagerly looking forward to it since it was announced. I bought the Adventurer's Armory twice (hardcover and pdf) because I couldn't wait for the hardcover to come and wanted to see it. That being said, I just had a comment on something. :)

Jason Nelson wrote:
thenovalord wrote:
thunderstone

Seriously? Deafened is a pretty lame condition. Its only strength is use against NPC spellcasters at low levels.

What monster ability does this counter or negate?

I've used this a time or two to counter some pretty powerful effects. When used on your party who voluntarily fail their saves, it counters any ability that requires you to hear it, such as a harpy's song or any language dependent spell. Heck, it even causes a Great Copper Wyrm's Deadly Joke to fail! :)

But anyways... Yeah, the book will be awesome!

Fair enough. Silence can be dispelled, but deafness has to be cured even if it's only temporary!

Which, of course, is a smart use of item and isn't game-breaking in the slightest. And comes with its own disadvantages in that you're deafened for a few rounds while you're countering a very specific type of ability.


A thought just occurred to me.
This would a perfect to introduce more equipment tricks., and I for one hope that there are new equipment tricks in this book.

Grand Lodge

Please please include random charts that incorporate these items so we can find them in treasure drops.


SquishyPoetFromBeyondTheStars wrote:

A thought just occurred to me.

This would a perfect to introduce more equipment tricks., and I for one hope that there are new equipment tricks in this book.

Your thought has already been thought, and has already been answered in the negative. ;)


fasthd97 wrote:

Please please include random charts that incorporate these items so we can find them in treasure drops.

I'm kind of on the fence about this. I would like random tables for all the items, but they take up soooo much space. I could easily see losing 15-20 pages just to random tables in a book this size (if not more)

Owner - House of Books and Games LLC

James Jacobs wrote:

Artifacts are, in my opinion, lessened by not having a specific game world setting to build off of; they're like deities in that regard. Further, one of our philosophies in "Ultimate Equipment" is "It's about stuff you can buy."

Artifacts, not having price tags, are not things you can buy.

Nor, as it turns out, are they they things we'll ignore for much longer... stay tuned!

Hmmmm ... intriguing ... but probably not the droids I'm looking for.

Not that I'll ignore a book on artifacts, oh no :)


Hey, I was just thinking, will the flickmace (gnome flickmace?) be included in Ultimate Equipment?

From the Gnomes of Golarion discussion:

Sean K Reynolds wrote:
Cylerist wrote:
The description of teh Flickmace seems to be missing. It sounds like it could be an interesting weapon.
It got cut for space when the body text ran long, but it remains in the table like an evil, gnome ghost. IIRC it was a mace with a built-in spring, allowing you to use an action to change it from a normal mace to a reach weapon.


Will this book have magic items from APs, Modules, etc.?


Great cover! I like the iconic cavalier!


This book cannot come soon enough.

I would not at all be upset by duplicated material. In fact I prefer it.

Even if the book is otherwise light on item descriptions, with additional content beyond the stats table given mostly to objects too obscure for your average high schooler to understand the purpose of (such as astrolabes), all that has been lacking so far with the Core Rulebook, Adventurer's Armory, et al has been Craft construction information.

The Craft skill is complete in itself for what it is meant to do, which is to explain how the skill works and what it is used for. There would be no reason to go into detail with Craft skill DCs for individual items in the skills section, but it would have been fantastic (though space-consuming) if the Core Rulebook had included the Craft sub-field (armor, carpentry, leather, etc.) and skill check DC for all the items found on Table 6-9 of the PFCR. Ditto for APG, I suppose, since it is not a supplement focused solely on gear. In the case of Adventurer's Armory, including Craft DCs would have been more appropriate than ever, I suppose. However, up till now, we GMs are left to our own guesstimations as to how hard it ought to be for a PC to craft a particular mundane or alchemical item, the relevant Craft sub-field to use which will determine the number of ranks to apply to the skill check or what sub-field needs to be pumped up in order to craft said items in the future.

But now here comes Ultimate Equipment, whose name carries the implication that it's the final word for the foreseeable future on adventuring gear. What better opportunity to flesh out the rules for PC construction of equipment than this?


Matthew Shelton wrote:

But now here comes Ultimate Equipment, whose name carries the implication that it's the final word for the foreseeable future on adventuring gear. What better opportunity to flesh out the rules for PC construction of equipment than this?

From what has been said from Paizo, the book is strictly equipment based and has no rules on mechanics, crafting or otherwise.

But I do agree with you, it would have been nice to see a few pages to go into a little more on crafting, and magical item crafting needs serious clarification, as well.

However, it doesn't sound like this book will be the one dealing with it (if they ever do).


Although it doesn't have rules on crafting mechanics, any idea on the possibility it will have the requirements for crafting items using the rules from the CRB like with magic items listed in the CRB and other books?

I ask this in hopes of looking for the requirements for making an airship or an alchemical dragon.

Am I correct in expecting that magic items listed (cloaks, swords, etc.) will have information such as caster level and prereq spells for creation?

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
The Thing from Beyond the Edge wrote:

Although it doesn't have rules on crafting mechanics, any idea on the possibility it will have the requirements for crafting items using the rules from the CRB like with magic items listed in the CRB and other books?

I ask this in hopes of looking for the requirements for making an airship or an alchemical dragon.

Am I correct in expecting that magic items listed (cloaks, swords, etc.) will have information such as caster level and prereq spells for creation?

It would be insane not to use the standardised magic item template (the one used for the core Rulebook) for magic items.

Whether they use that or something similar for non magical items like airships is less likely but not out of the question. By RAW, these things should be being built using the crafting rules. (I would NOT recommend following RAW on this!)


Enlight_Bystand wrote:
The Thing from Beyond the Edge wrote:

Although it doesn't have rules on crafting mechanics, any idea on the possibility it will have the requirements for crafting items using the rules from the CRB like with magic items listed in the CRB and other books?

I ask this in hopes of looking for the requirements for making an airship or an alchemical dragon.

Am I correct in expecting that magic items listed (cloaks, swords, etc.) will have information such as caster level and prereq spells for creation?

It would be insane not to use the standardised magic item template (the one used for the core Rulebook) for magic items.

Whether they use that or something similar for non magical items like airships is less likely but not out of the question. By RAW, these things should be being built using the crafting rules. (I would NOT recommend following RAW on this!)

But, airships have a magical engine...

Sczarni

1 person marked this as a favorite.

Alright not sure if this has been covered or not, but if James Jacobs and/or someone with more intimate knowledge of the book COULD answer this one for me:

I realize this book is about EQUIPMENT. However will it, in any detail, deal with say, special materials? You know something other than Mithril, Admantine, Cold Iron, etc?


1 person marked this as a favorite.

I just had a thought -- my character in a game I'm in presently is loaded with gold, and I started thinking about how much it would cost to purchase or construct a dwelling. Perhaps we could see something like this in Ultimate Equipment? Price listings for houses, towers, palaces and the like, and/or the time and resources required to build one?


I think someone said that the book was basically just going to have Magic Items and Mundane Equipment in it. Special Materials could crop up, but I wouldn't expect it.

Even if I REALLY want to see Equipment Tricks debut into the Hardcover line ....


Aren't there already some new special materials (gold, stone, maybe something else?) in Ultimate Combat? They might make another appearance.


I am sure there will be special materials in this book along with the mundane, alchemical, and magic items.

Sczarni

1 person marked this as a favorite.

Well I'm just still wondering if I'll get a reply. I mean they are busy probably prepping for Paizo Con and stuff...


Ooh, yeah. Equipment Tricks and Power Components. I'd be so thrilled if they made it into Ultimate Equipment ....


I would be happy just to see a correction of a long standing mistake that has been plaguing the game since back in 3.0 - the idea that a long bow cannot be made to give a strength bonus is just totally wrong. Especially in a magical world with nifty materials like adamantine and mithral, it is no harder to craft a long bow for a high strength than it is to make a composite bow for high strength.

Please, end this long lasting mistake.


Pagan priest wrote:

I would be happy just to see a correction of a long standing mistake that has been plaguing the game since back in 3.0 - the idea that a long bow cannot be made to give a strength bonus is just totally wrong. Especially in a magical world with nifty materials like adamantine and mithral, it is no harder to craft a long bow for a high strength than it is to make a composite bow for high strength.

Please, end this long lasting mistake.

The long standing mistake is yours, not the game's. A long bow crafted to give a strength bonus IS a composite long bow. Same thing. It's not Long bow OR Composite bow. Just like a short bow crafted to give you a strength bonus is a composite short bow.

From the PRD

Quote:

Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.

Paizo Employee Chief Technical Officer

I've updated the product description to match the finished product.

(The product image had already been updated.)

Liberty's Edge

I'm really excited about the "kits". My characters are always burdened with tools and whatnots that I have always thought should be bundled together. At least that is what I hope this is.


New mounts, animal companions, and retainers.

New alchemical items and special tons of special materials.


Call me a negative Nathaniel if you must, but since when are animal companions and mounts considered "equipment?"

I would have so preferred to see an expansion on equipment tricks over new beasties in this book.


Wow! The updated description is great. I'm sold!

@Laschoni: I expect that to be the case, since they introduced some "adventuring kits" in last year's Pathfinder Society Field Guide: Chirurgeon's Bag, Chronicler's Supplies, Dragonslayer's Kit, Dungeoneering Kit, Deluxe Dungeoneering Kit -- mostly the same, except that the hemp rope, hooded lantern, and flasks of oil are replaced by a silk rope, everburning torch, and sunrods -- Pathfinder's Kit, Riding Kit, and Spelunking Kit. I obviously can't guarantee that's what they mean, but it would make sense... and I'd bet money that the Pathfinder's Kit was renamed the Adventurer's Kit. ;)

@Golden-Esque: In the CRB, mounts and hirelings are in chapter 6: Equipment. And mounts should be available as animal companions, so you might as well add some of those too. I'm just saying, it makes sense to me.


The Eel wrote:
Pagan priest wrote:

I would be happy just to see a correction of a long standing mistake that has been plaguing the game since back in 3.0 - the idea that a long bow cannot be made to give a strength bonus is just totally wrong. Especially in a magical world with nifty materials like adamantine and mithral, it is no harder to craft a long bow for a high strength than it is to make a composite bow for high strength.

Please, end this long lasting mistake.

The long standing mistake is yours, not the game's. A long bow crafted to give a strength bonus IS a composite long bow. Same thing. It's not Long bow OR Composite bow. Just like a short bow crafted to give you a strength bonus is a composite short bow.

From the PRD

Quote:

Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If

...

Wrong answer.

The mistake still lies within the rules as written.

There is no valid reason to allow a high strength bonus for a composite bow but deny that bonus with a long bow. Seriously, even in the real world, it is possible to make a long bow with a stronger or weaker draw strength, and this would be reflected in game terms by allowing strength bonuses.


Pagan priest wrote:

Wrong answer.

The mistake still lies within the rules as written.

There is no valid reason to allow a high strength bonus for a composite bow but deny that bonus with a long bow. Seriously, even in the real world, it is possible to make a long bow with a stronger or weaker draw strength, and this would be reflected in game terms by allowing strength bonuses.

It sounds like you're arguing over semantics of the name.

If you just want some longbows to allow STR bonus to damage, based on materials or whatever, just do so, and follow all the rules for STR bonus to damage on composite longbows. You don't have to say it's a composite longbow, it just functions identically to one.


1 person marked this as a favorite.
Quote:
An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.

I want this feature.


I, for one, await my Ultimate Equipment overlords.

Silver Crusade

Pathfinder Adventure Path Subscriber

Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.

Hey, is gnome flickmace getting a description? :P

Sczarni

Vic Wertz wrote:

I've updated the product description to match the finished product.

(The product image had already been updated.)

Excellent! Now my worry about no more special materials in PF will be alleviated.

The Exchange Contributor, RPG Superstar 2008 Top 6

Nightfall wrote:


Excellent! Now my worry about no more special materials in PF will be alleviated.

And they should be very interesting special materials at that!


Pagan priest wrote:


Wrong answer.

The mistake still lies within the rules as written.

There is no valid reason to allow a high strength bonus for a composite bow but deny that bonus with a long bow. Seriously, even in the real world, it is possible to make a long bow with a stronger or weaker draw strength, and this would be reflected in game terms by allowing strength bonuses.

I really don't see what the problem is. A Composite Longbow is a longbow as far as all feats are concerned so there's no drawback to using one.

Technically a longbow is a classic self-bow meaning it's all formed from 1 piece of wood so you can't use mithril or adamantine in it.

A composite longbow is one where you do include additional materials in the construction to provide the additional draw and strength support.

Sure you could make longbows with more or less draw but then again you could make daggers, swords and crossbows with significantly different functionality as well, it's below the level that the game models (or you can argue that the heavier draw is part of what goes into a masterwork bow, either way...)
I'm sure that not every suit of real world chain mail would be exactly the same in functionality either...


the blurb wrote:
An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.

Victory!

Make with the blog preview, already. :)


Artificer class would be a great addition.


darthmaru wrote:
Artificer class would be a great addition.

Unless things have changed considerably since the last time this was brought up, this book does not have any new base classes or archetypes.


3 people marked this as a favorite.

Now all we need is an "Ultimate Classes" book that gives us a system to create are own classes.


1 person marked this as a favorite.

I hope that never comes to be.

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