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 now have the thought of combining the traits Rough and Ready, and Heirloom Weapon, have a cook with wading into combat with his great great grandfather's mithral skillet.... shame they're both Equipment traits :/
Originally you guys weren't going to have any artifacts in this book, so what changed your mind?
Neil Spicer
Contributor, RPG Superstar 2009, RPG Superstar Judgernaut
James Jacobs indicated earlier that they increased the size of the book and that's what allowed them to go back and include artifacts, more intelligent items, etc.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I certainly hope the random item tables include the table where you can roll out what kinds of treasure a CR provides. Those have been curiously missing from the CRB and GMG.
Sorry if this has been asked before, but will there be more race specific items? There weren't as many as I had hoped in the Advanced Race Guide, so I'm hoping there will be more new ones in this volume?
Sorry if this has been asked before, but will there be more race specific items? There weren't as many as I had hoped in the Advanced Race Guide, so I'm hoping there will be more new ones in this volume?
Some such items were turned in, at least one (elven trail rations or some such) got mentioned at the banquet.
If we preorder, will it make it to us before Gencon? Otherwise, I'm entertaining just purchasing it there.
thanks!
We intend to begin shipping prior to Gen Con, but whether or not it actually reaches you prior to the show is questionable (and not entirely within our control). If you really, really want to be sure you have it at Gen Con, buy it at Gen Con.
Any chance some RPG Superstar top 32ers items will see some love in UE?
There was a certain amphibious helmet featured in one of the previews. And frankly it's about time! I've always said there's not enough frog-related head accessories in PF.
So given that this is "Ultimate Equipment", I have to ask... does that mean we can expect not to have much, if any, equipment in future rulebooks? Otherwise it'd be more like, "Penultimate Equipment."
I must respectfully disagree; there were quite a lot of spells, magic items, and combat-useful equipment and feats. And that's just the aasimar entry. ;)
I must respectfully disagree; there were quite a lot of spells, magic items, and combat-useful equipment and feats. And that's just the aasimar entry. ;)
Hmm, I'll have to have another read-through. Admittedly the first one I was more excited about the options on the races themselves, and the archetypes, than the feats, spells and equipment, so I may have skimmed over more than I recall.
Can't wait to see this book. Won't be able to hold it for awhile as I'm having it shipped to my house and I'm stuck in Afghanistan for several more months.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Berselius wrote:
Please Please PLEASE tell me we get a "chain whip" in this book (god I HATE the Spiked Chain and the regular Whip)!
There is an exotic nine-section whip.
I don't know if that will be what you are looking for though.
UE wrote:
The nine-section whip consists of steel bars linked together. The final bar is a 6-inch weighted spike. This weapon can be wielded as a single-handed weapon, a two-handed weapon, or in pairs. Nine-section whips often have colored cloth flags attached to the ends to make them easier to control.
So far, I have read through the mundane equipment chapters and haven't gone into the magical equipment or artifacts yet.
Not a happy camper. Not at all.
Let's put it this way... as much as the Advanced Race Guide was a very happy surprise... this book, so far, is a very bad one.
I still haven't finished it, but I already have major issues.
I won't go into detail at the moment, as I want to finish it and give others the opportunity to read it.
So every 1st level Wizard/Sorcerer will be wearing a belly warmer! At least until they can afford Silken armour :D
And donning/doffing time for Core Book armours only :(
Basically, its a special weapon property that is akin to obsidian (aka green volcanic glass). Except the glass is highly toxic and when you strike someone with a viridum weapon, its a DC 12 Fortitude save or they contract leprosy.