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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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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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Dark Archive

Pathfinder Roleplaying Game Superscriber
Matrixryu wrote:
You're asking SKR to wrestle with a T-Rex without any protective gear? ;)

Going by that SKR is apparently a talking bottle. So seems fair to me.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Cheapy wrote:
Dark_Mistress wrote:
I think SKR and JJ need to strip down, oil up and wrestle to see who's right. Of course Paizo needs to video tape it and post the video up. :)

O_O

I now know what it is to have looked into the Crystal Ball of Unspoken Horrors.

I am still waiting on my Men of Paizo Calendar, with them all in little speedo's and oiled up.


Dark_Mistress wrote:
Cheapy wrote:
Dark_Mistress wrote:
I think SKR and JJ need to strip down, oil up and wrestle to see who's right. Of course Paizo needs to video tape it and post the video up. :)

O_O

I now know what it is to have looked into the Crystal Ball of Unspoken Horrors.

I am still waiting on my Men of Paizo Calendar, with them all in little speedo's and oiled up.

Would that be with Emo-Wes or current-Wes?

Dark Archive

Pathfinder Roleplaying Game Superscriber

Either or I am not picky

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

2 people marked this as a favorite.
Saint Bernard wrote:
Can someone descrive the blade of the rising sun, please.

It's a +1 glorious undead bane katana - which means it dazzles on every hit, and on a crit blinds and shrouds the target in golden-hued faerie fire (that also damages undead).

In addition, you can do a "sacrificial strike" that is like a staff of power's retributive strike, on purpose as a standard action or as an immediate action if you are about to become dying or dead. This destroys your body and turns it into a giant sunburst-like effect that heals your allies even as it blasts your enemies. You have a 50/50 chance to get reincarnated up to a mile away after using it, but the sword disappears.

Nice hero moment item. If you're gonna die, DIE BIG! :)

Contributor

ShadowChemosh wrote:
Sean K Reynolds wrote:
doc the grey wrote:
I had thought it could be something like that with some efficient packing that makes it lighter but it doesn't mention that anywhere in any of the entries or the kit reference in the beginning so it seems like a misprint. Is there a chance we can see an eratta come in and fix that issue?
It doesn't need errata to reinforce that the listed kit weights are correct.
Looks like James Jacobs disagrees. ;)

*shrug*

If a book isn't wrong, it is pointless to add more text to the book reiterating that it isn't wrong. Just because we don't fully explain something doesn't mean the text is wrong. Plenty of places in the Core Rulebook where the reason for something isn't explained, but it's still right.

Contributor

Thus marks the beginning of the three-day in-office prankster wars between JJ and SKR!

*grabs popcorn*


1 person marked this as a favorite.
mach1.9pants wrote:
Pages 6 to 111 (inclusive) are mundane weps, armour and gear. So yeah there is a little bit there!

Believe me that brings a smile to my face. History of mankind has brought so many neat things to the table for warfare, I'd like to have the options. Like the 3.5 books like the Arms and Equipment guide. And Frostburn with it's cavemen era weapons. Like the sugilin and the tiger skull club. ^w^ I really really really love lots and lots of weapons.

In fact if there was book that was just weapons, and armor about 300-400 pages thick it'd be "Take my money Paizo!"


Me too :D


Is there support for the piecemeal armor rules from Ultimate Combat?


Nope it says have a look at UC for info.


After reading the wondrous items I have found there are way to many class specific magic items wich is a rought I didn't want to go. Also has anyone found a magic item that is Halfling specific? I have found ones for Dwarves, Elves, and Gnomes.


2 people marked this as a favorite.

The number of new class specific items is absolutely dwarfed by the number of non-class specific items. Actually, dwarfed is still too high.

The number of new class specific items is absolutely halflinged by the number of non-class specific items.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Finally got my PDF for Ultimate Equipment, and I have to say that I'm really liking the book so far. It is nice to finally have all the magic items sorted by slot and I'm liking all the new items.

There are so many random 'interesting' items now that I'm tempted to use the random item tables more in the future, and just decrease the sell values of the items. That way I can throw a lot of items at the players and see what they do with them.

Shadow Lodge

Sean K Reynolds wrote:
ShadowChemosh wrote:
Sean K Reynolds wrote:
doc the grey wrote:
I had thought it could be something like that with some efficient packing that makes it lighter but it doesn't mention that anywhere in any of the entries or the kit reference in the beginning so it seems like a misprint. Is there a chance we can see an eratta come in and fix that issue?
It doesn't need errata to reinforce that the listed kit weights are correct.
Looks like James Jacobs disagrees. ;)

*shrug*

If a book isn't wrong, it is pointless to add more text to the book reiterating that it isn't wrong. Just because we don't fully explain something doesn't mean the text is wrong. Plenty of places in the Core Rulebook where the reason for something isn't explained, but it's still right.

Well the problem is the fact that since the kits are full of separate expendable pieces of gear the weight starts to become important the minute you start expending it which will change the weights and lead to a lot of questions in game that kill table time.

For example say you have a sorc with an 8 str hauling around the 19 lbs sorc kit in the wilderness, the gm says you've been wandering for 3 day's mark out supplies accordingly. So your sorc drops 3 rations and some torches (from trekking, light sources etc.) and starts looking up weights to drop his weight down and notices the weights for all his gear and he realizes he's way over weight cause of the kit. Now he's got 2 competing sources of information one being the kit weight which is way under with no explanation and the other being the total weight of gear. At this point he does what we're all told to do when you see something that conflicts with existing material, "refer to core". So now he's sitting on his medium plus load, has arcane spell failure, and has to try to dump potentially essential gear to get back into that light load he needs because he has no explanation for it otherwise. On top of that he doesn't know how to break the weight down as he chew through his expendables since eventually if he empties all of them (the 5 trail rations, 10 torches, and whole water skin) and say leaves something like the bedroll at camp he's got a kit that weighs literally -1 pounds.

Now there are some GM's who might just let them hand wave this off but their are plenty others who will either make them suffer through or more likely will look for a ruling in the book that explains it and when they find none go with core and say he's over weight and the number in ultimate equipments listing must be a misprint.

Now it may not solve all of the problems here but just putting a simple sentence in the kit description at the beginning that says something like "These kits are very efficiently packed and may weigh less then this gear would normally weigh separate." would alleviate quite a lot of these problems.

Shadow Lodge

Matthew Morris wrote:
doc the grey wrote:

[Not really though we did get a hooked lance and the lotus sword/3 pointed sword which I believe are new and the repeating hand crossbow which I know is new and thank god for it.

I'm just unclear on if the repeating hand crossbow is meant to be a starting proficiency for characer proficient in the hand crossbow and the repeating crossbow (ala Inquisitor).

I mean I have a hand crossbow for Dex, a repeating hand crossbow would be cool, but not 'burn a feat' cool.

I would assume so if you got proficiency in both now what I would wonder is if someone only had proficiency in repeaters if they would count or if you would need some other feat for them? Actually on that note do you gain proficiency with all repeating crossbows by just taking exotic weapon proficiency repeating crossbow a la firearms or do you need to take each individually?


My perusal hasn't been intense, but it seems like I'm seeing a lot of items (that were admitted to being incorrect when they first came out) copied and pasted over with no corrections. "Referring to Core" just emphasizes how wrong many of these items are.

I think I'll wait for second printing and hope that someone's willing to take the time to actually do this book right.

Contributor

doc the grey wrote:
Well the problem is the fact that since the kits are full of separate expendable pieces of gear the weight starts to become important the minute you start expending it which will change the weights and lead to a lot of questions in game that kill table time.

So if a character has a kit,

and has to drop pieces of that kit,
and looks up the weights of those pieces to get a new weight,
and if he then takes the time to add up all the different other pieces in the kit,
and realizes that the total doesn't match what's listed for the kit weight in the Core Rulebook,
I really don't think that's going to be a problem. I think on the list of things to worry about for characters, that's really, really low on the totem pole.

Contributor

1 person marked this as a favorite.
Sir Jolt wrote:
My perusal hasn't been intense, but it seems like I'm seeing a lot of items (that were admitted to being incorrect when they first came out) copied and pasted over with no corrections. "Referring to Core" just emphasizes how wrong many of these items are.

It would be really helpful to post these sort of errors to the errata thread so we can verify them. As it is, we don't know what you're talking about and can't check any of it.

The Exchange

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I don`t know if it is already pointed out, but table 2-16 is missing craft DC in PDF.


Sean K Reynolds wrote:
doc the grey wrote:
Well the problem is the fact that since the kits are full of separate expendable pieces of gear the weight starts to become important the minute you start expending it which will change the weights and lead to a lot of questions in game that kill table time.

So if a character has a kit,

and has to drop pieces of that kit,
and looks up the weights of those pieces to get a new weight,
and if he then takes the time to add up all the different other pieces in the kit,
and realizes that the total doesn't match what's listed for the kit weight in the Core Rulebook,
I really don't think that's going to be a problem. I think on the list of things to worry about for characters, that's really, really low on the totem pole.

I would agree, but a more likely scenario is a tool like HeroLab that can auto-calculate the weights and such. They already had a problem with earlier "kits" in that the work-around was to "buy" the kit and then add the individual equipment pieces from it separately (for no cost). That worked ok for dealing with the cost discount for buying a kit, but it surely will not work for the weight "discount".


1 person marked this as a favorite.
Sean K Reynolds wrote:
doc the grey wrote:
Well the problem is the fact that since the kits are full of separate expendable pieces of gear the weight starts to become important the minute you start expending it which will change the weights and lead to a lot of questions in game that kill table time.

So if a character has a kit,

and has to drop pieces of that kit,
and looks up the weights of those pieces to get a new weight,
and if he then takes the time to add up all the different other pieces in the kit,
and realizes that the total doesn't match what's listed for the kit weight in the Core Rulebook,
I really don't think that's going to be a problem. I think on the list of things to worry about for characters, that's really, really low on the totem pole.

I think a much more likely scenario is he buys a kit, starts using up items, simply subtracts the weight of the individual item he used (without recalculating the weight of the remaining items), and eventually winds up with a kit that weighs 0 or even negative weight but still has items in it.


As a coffee geek, I approve of the description of the siphon coffee pot on page 62. Siphon (or vacuum) brewing is the Breaking Bad of coffee making.

http://www.youtube.com/watch?v=FxIs2GVsqgY

Silver Crusade

Sean K Reynolds wrote:
doc the grey wrote:
Well the problem is the fact that since the kits are full of separate expendable pieces of gear the weight starts to become important the minute you start expending it which will change the weights and lead to a lot of questions in game that kill table time.

So if a character has a kit,

and has to drop pieces of that kit,
and looks up the weights of those pieces to get a new weight,
and if he then takes the time to add up all the different other pieces in the kit,
and realizes that the total doesn't match what's listed for the kit weight in the Core Rulebook,
I really don't think that's going to be a problem. I think on the list of things to worry about for characters, that's really, really low on the totem pole.

Not to mention it's simple enough to replace expendables on your next visit to the ye ol' adventurer's shop, and not worry about it.


doc the grey wrote:
Well the problem is the fact that since the kits are full of separate expendable pieces of gear the weight starts to become important the minute you start expending it which will change the weights and lead to a lot of questions in game that kill table time.

While this statement is valid, its a DMs job to follow the golden rule and not waste frivolous time arguing about item weight. While I was looking at the kits and saw the weight I noticed that they were averaged the moment I read the contents of the kit. Knowing the rules for item weights for different sized races it was not that hard to see what was going on.

I am disappointed that the averaging was done with no explanation, but its not going to prevent me enjoying my book. I love this book. Good job Paizo!

Now I want a 300 page book of traps and dangers with random charts separated by CR so I cant just make notes of where traps are and roll when my players encounter them!

Liberty's Edge

PoisonToast wrote:


Now I want a 300 page book of traps and dangers with random charts separated by CR so I cant just make notes of where traps are and roll when my players encounter them!

Ultimate Grimtooth? ;)


CapeCodRPGer wrote:
PoisonToast wrote:


Now I want a 300 page book of traps and dangers with random charts separated by CR so I cant just make notes of where traps are and roll when my players encounter them!

Ultimate Grimtooth? ;)

sold.


Ultimate Obstacles?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

1 person marked this as a favorite.

Ultimate "Wish we'd brought a rogue"?


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Goblin skull bombs are in there!!!!!

Liberty's Edge

interesting

So that listing says the book is on pre order, that it has not been relased. But it also says they have 18 in stock?


Pathfinder Lost Omens, Rulebook Subscriber
fizzboy wrote:

As a coffee geek, I approve of the description of the siphon coffee pot on page 62. Siphon (or vacuum) brewing is the Breaking Bad of coffee making.

http://www.youtube.com/watch?v=FxIs2GVsqgY

Having just been given a coffee siphon, I too approve of the description. They combine two of my favourite things, Science! and Coffee! and now with that description, three of my favourite things, Science!, Coffee! and Roleplaying Games! :)


PoisonToast wrote:
While this statement is valid, its a DMs job to follow the golden rule and not waste frivolous time arguing about item weight.

While I'll grant you that many DMs ignore weight rules, they do exist as part of the core and should be assumed to be in effect by additions to those core rules. This is a small error in what sounds like an awesome book, but I do think it is still an error, because it is ignoring the rules previously set forth.


Quote:
"As with other mithral cookware, food rarely sticks to a mithral waffle iron."

They have WAFFLE IRONS in Golarion?

Heaven help me. My PC's are going to now demand syrup drenched flat-pastries of BUTTERY GOODNESS with EVERY BREAKFAST at an Inn!


So let them have waffles -- but only sometimes; frequently at first, then less often. I predict that eventually the hungriest character (halfling? barbarian?) will find an avocation as a traveling salesman of specialized cookware, teaching innkeepers across Golarion how to make waffles. ;)


I wonder what percentage of worked mithril on Golarion is locked up in nonstick cookware. :)


CapeCodRPGer wrote:
PoisonToast wrote:


Now I want a 300 page book of traps and dangers with random charts separated by CR so I cant just make notes of where traps are and roll when my players encounter them!

Ultimate Grimtooth? ;)

Just tell me where to point my wallet.

Shadow Lodge

I would think more along the lines of The Complete Grimtooth's Traps. All (seven? can't remember off the top of my head) books compiled into one. CR? Bah! Leave them the way they were published...stat-free, and with their deadliness ranked by skulls.

Pathfinder has nerfed traps to being poinless other than as time-sinks anyway.


Now I'm playing a character who plans to use a Greatclub/Tetsubo soon, does this book have fun things for bludgeoning weapons exclusively or any specific greatclubs and or tetsubos?


doc the grey wrote:
For example say you have a sorc with an 8 str hauling around the 19 lbs sorc kit in the wilderness...

You tell them to balance their character's stats more or get used to life as one of the feeble?

Contributor

I swear I saw something Grim regarding traps in a new product from our distributor. Gah. This going to bug me all day. >.> (I'll point out that we have this in stock, by the way...)


Quote:
So let them have waffles -- but only sometimes; frequently at first, then less often. I predict that eventually the hungriest character (halfling? barbarian?) will find an avocation as a traveling salesman of specialized cookware, teaching innkeepers across Golarion how to make waffles. ;)

Your ideas INTRIGUE ME and I WISH TO LEARN MORE.


I was in an evil mood. If your players are so waffle-hungry that you're dreading their demands for fluffy, crisp, sweet, buttery, checkered goodness, then you can use it against them to make the story more interesting to yourself. The key is the same psychological trick that MMORPGs use, where they start out with frequent rewards, and then make them gradually rarer. (Operant conditioning! Just remembered the term.) The result is that you end up putting forth a great deal of effort for just a small benefit, which you never would've done in the beginning.

So, at first, nearly every inn they go into has waffles. Gradually you reduce the random chance, until eventually it starts to seem like they've already discovered nearly every waffle house on Golarion. At some point, the most waffle-hungry character will give up and start wanting to make them himself; but that isn't so easy over a campfire, and how to explain to an innkeeper that you want to use his kitchen? And as long as you're giving a demo, why not offer to sell him your spare waffle iron, that you carry just in case? And then why not arrange with your distributor to sell you waffle irons at a reasonable discount, so that you can make a little profit when you re-sell them?

It would take a certain kind of player and a certain kind of DM, but I can definitely picture someone's game ending up with a PC effectively becoming a traveling salesmen, in-between saving innocents and slaying villains. All because of a love of a food. And I think that would be pretty funny. :)

The Exchange Contributor, RPG Superstar 2010 Top 16

1 person marked this as a favorite.

Marketing waffle irons isn't evil. If you start selling sales kits and turn it into a multi-level marketing company... that is evil.


Now I have this idea to make a mimic taking the form of a large stack of waffles. See how my players like it.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

Bead of Newt Prevention?

(I got better ...)


Hmm, I wonder who the god of waffles would be...


Mmmmmmmm... waffles.

-Kcinlive


Son of a bee sting! I've been getting psyched up for 2 weeks for the PDF to be released August 16, as was listed on the product page. Now, all of a sudden, it says August 23! Gah! Paizo, do you not realize that some of us get very, VERY excited for new product releases?! If I could afford the subscription, I'd have it! I swear!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Vic posted this in another thread.

Vic wrote:
Due to shipping delays, the retail release date for all of our August products is now August 23; the PDF onsale date is the same.

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