Pathfinder Roleplaying Game: Ultimate Equipment (OGL)

4.10/5 (based on 29 ratings)
Pathfinder Roleplaying Game: Ultimate Equipment (OGL)
Show Description For:
Non-Mint

Print Edition Unavailable

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

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.

Product Availability

Print Edition:

Unavailable

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1123


See Also:

11 to 15 of 29 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

4.10/5 (based on 29 ratings)

Sign in to create or edit a product review.

A great resource

5/5

This is primarily a review for players and mostly lists those new items that I think work very well, as well as those I think do not.

Ultimate Equipment set out to be a compilation of every item published in the core rules, and was able to pick up a few of the items published in the Golarion line as well. It offers a new way of presenting the items that helps each item stand out more, as well be more clear. This new format works wonderfully. Another very appreciated feature is that wondrous items are now broken out by slot. For example, all belts are in the same area, and there are charts that just list the names and prices of belts to make it infinitely easier to find a belt that fits your price range.

Ultimate Equipment is comprised of 7 main sections:

  • Arms and Armor
  • Gear
  • Magic Arms and Armor
  • Rings, Rods, and Staves
  • Wondrous Items
  • Artifacts and Other Items
  • Appendices

    While most of the names are self-explanatory, the last two aren't so clear. Artifacts and Other Items encompasses Artifacts, Cursed Items, and Intelligent Items. The Appendices composed of Treasure Generator, Gems and Jewelry, and Art Objects.

    Editing-wise, I've found no more errors than is usual for a book of this size. In fact, I’m tempted to say there are fewer errors than what I would have expected. They hired extra editors, and it shows.

    Regarding new and old content, I saw that the goal was originally about 50% / 50% new and old material, and I've also seen reports that it's about 45% new material and 55% old material. I haven't confirmed that myself as it's a huge book and half the reason I wanted it was as a compendium of the old stuff, but I highly doubt that there's a smaller percentage of newer stuff than that. There are many pages where I can go and see nothing but new material, and some wondrous item slots have 25 new items in them. Out of 28 total.

    For previously printed material, I've found a few instances where the items were further developed to clarify them. For example, the sword cane is now finessable, and the butterfly swords are now 100% clear that they are enchanted separately. Some weapons were attempted to be made more clear, but in my opinion didn't help as much as other tune-ups. An example would be the kusarigama.

    But let's get to the new stuff.

    There are a number of new special materials for weapons and armor, including steel that has "radiation", elemental-forged steel, living wood, and the armor made from the manes of lion-esque magical beasts.

    There are the absurdly useful "Class Kits", which have all the items a character of a class needs to start out, at a discount in price and weight. These are basically codifications of the popular "pay X gp for adventuring gear" houserule that many GMs have adopted.

    There are also a ton of new mundane items, including one of my personal favorites: the Flask Holy Symbol.

    There are many new alchemical items too, and alchemical items are split up into three categories: Remedies, Tools, and Weapons. For example, Liquid Blade is an alchemical weapon that is normally a tube that can be shaken to create a fragile short sword. And one of the best part of the alchemical items is that they have added the craft DCs necessary to make them, which used to be missing for new ones.

    There are a lot of new magic armor abilities too. Thankfully, many of them are flat gp costs, making them easier to add on to armor. Standout abilities include Hosteling (allows you to store your bonded animal in your armor), warding (ability to end all challenge, judgment, or smite abilities targeting you), and clangorous (every time you’re hit, thunderstone!). For unique shields, the Tempest & Maelstrom shields stand out. A common complaint about shield users is that some of the best shield feats require extremely high Dexterity, and these shields help such players out considerably by granting them some of the abilities of those feats (for example, free bull rush).

    There are about 14 pages of weapon special abilities here. A fair number of the new abilities help martial characters in situations where previously they couldn’t do much. For example, some abilities cause those hit to be affected by faerie fire (to help with magical concealment) or abilities to dimensional anchor opponents. There’s a wonderful ability called Courageous that helps those who use morale bonuses, and lots of (probably unintentional) fun can be had with an amulet of mighty fists (Anchoring). There are a few areas where more clarity could be used, such as the Designating line of abilities that grant allies bonuses to hit the enemy, but it seems that the user of the weapon shouldn’t count as their own ally for this.

    As far as specific magic weapons, there is the wonderfully evocative blade of the sword-saint which is a katana that’s very useful for monks, the dagger of doubling which makes characters focusing on thrown knives much easier, the size-altering fighter’s fork, or the ricochet hammer.

    Ring-wise there are now many close contenders for the ring of protection’s spot on your character’s ring fingers, which can only be a good thing. The ring of Tactical Precision is my personal favorite.

    There appear to be only a few new rods, but there are still some really cool ones, such as the Trap-Stealer’s Rod.

    Rather than being premade spells-in-a-can, a fair number of the new staves in this book also provide additional powers above and beyond their spells. Such as a staff that turns into a lance or one that curses the enemies you strike in melee, allowing the spells on the staff to affect the enemy more easily.

    And now...the wondrous items. All 120 pages of them. As mentioned above, these are grouped by item type. Further, they are grouped, in their tables, in multiple groups based on their price. Whereas before there was simply Minor, Medium, and Major magic items, these tables are now broken out into a lesser and greater version of each category. Another thing that is now more apparent is that the wondrous item pages have tabs on the left side listing all wondrous item types and highlighting the one the page deals with. This makes flipping through the book looking for a section far easier, and is a great use of the margins.

    Due to the daunting number of wondrous items, each section will probably be getting progressively smaller as time goes on. I can only imagine the trials and tribulations the editors of this book had to go through.

    The first section in wondrous items are belts. The very first item, the Anaconda’s Coils, sets the tone for what to expect in belts. It grants the wearer the constrict universal monster ability, and gives a bonus to grapple. Oh, and it gives an enhancement bonus to to Strength. What was done here was very smart. With the importance of ability enhancements, anything else in the belt slot is generally ignored by those who would benefit from a bonus to Strength, Dexterity, or Constitution. But there are many belts in this section that give an enhancement and a separate ability. This increases great choices considerably, and gives more interesting abilities. Standout belts include the blinkback belt (which lets you throw attached items and have them return after the attack), cord of stubborn resolve (aka: belt of rage-cycling), belt of stoneskin, and the minotaur belt.

    The Sorcerer’s Robe is an excellent way for sorcerers to be able to use their 1st level bloodline abilities while casting spells. At higher levels, your spells are so much more effective than the abilities, so being able to tack them onto spells is a great idea. Plus, it’s dapper. Real dapper. The bodywrap of mighty strikes helps make magically enhanced unarmed strikes and natural attacks a bit easier than using the amulet of mighty fists. It does so by emulating magic weapons, modulo the slight price increase due to the differences in unarmed / natural weapons. This requires a bit of tricky rules to make it work mostly like weapons, but the rules explain it pretty well. It can also overlap with the amulet of mighty fists, meaning you could have a +2 bodywrap of mighty strikes and a flaming amulet of mighty fists.

    The chest slot now has about 25 new additions, bringing the total chest slot items to about 28. These aren’t exact numbers, but you get the point. This is, alas, the section I feel has the most “misses”. While there are many cool ones, (poisoners jacket which single-vestedly solves many problems associated with poison, cackling hag’s blouse, resplendent uniform coat) there are a fair number that make me very uneasy, such as the infamous quick runner’s shirt (swift action extra move action that costs 1k and has no attunement time) and the bane baldric (which gives non-inquisitors their bane ability). Part of the issues I have with these are that they take up slots that until recently were rarely used.

    For those interested in the fairly iconic image of the blindfolded swordmaster, there are items in the Eyes section to help out with that, albeit at a steep cost.

    Of note in the boots section include the caltrop boots (seemingly straight out of a cartoon evil genius’ mind), many horseshoes for your hooved friends, Getaway Boots (soon to be a must-have for the BBEG close to your heart), and verdant boots (portable vegetation! Druids will love this one).

    The hand-slot section might just be my favorite slotted wondrous item section in this book. There are so many cool gloves to buy that my mind is positively boggling. The Apprentice’s Cheating Gloves (mage hand and prestidigitation! my favorite!), engineer’s workgloves, gauntlets to give you an edge with combat maneuvers, gloves of arcane striking (which gives new uses to the feat of the same name. More items that modify feats, please :)), gloves of the commanding conjurer, gloves of shaping, shadow falconer’s glove...and the suspiciously cheap gloves of reconnaissance. A very good section, over all.

    Helms were already well represented in Pathfinder, but there are quite a few cool new items here as well. Magician’s Hat (yes, that hat) makes metamagic easier for wizards in a particularly inspired way.

    Headbands more often than not have an intellectual or magical focus, and while this is mostly preserved, it’s refreshing to see more headbands that are relevant to more martially focused characters. Examples of that include the headband of ninjitsu, which will be a boon to rogues everywhere, if only for effectively granting the Shadow Strike feat. There’s also a headband for rangers with hunter’s bond (companion) class feature, as well as one for barbarians (of all classes!). There are also a number of highly interesting headbands that modify specific aspects of the game. For example, the headband of aerial agility is like a headband of Int, Wis, or Cha, but also makes flying easier. Or the Shifter’s Headband, which is a boon to those who can change form. These are like the belts I mentioned above that merge stat enhancement and interesting abilities, and for that they are awesome.

    Necklaces start out with a bang. The aegis of recovery is similar to Breath of Life, and is priced at an almost expendable level. The Amulet of Hidden Strength is a boon to those who use ki powers, as it can cause the user to regain 2 ki points. And it’s also possible to just swap out the amulet after combat to use it. The collar of the true companion is an interesting item that helps out druids and rangers (and others with animal companions) by making their companion smarter and able to understand a language. Make sure to take it off at least once a week though, lest the creature Awaken. There are also a number of amulets that let unarmed strikes / natural weapon users overcome various types of DR, as well as get flaming / frost on their attacks. A nifty set of items. I can only imagine monks running around with 5 blinged out amulets around their necks, changing the active one as necessary. Even if the rules don’t allow that, it’s a great mental image.

    All manner of cloaks are ignored for that sweet, sweet Resistance bonus to saving throws. Personally, I’m not sure many of these new cloaks are enough to lure people away (well, at least lure the forum-posters away), but there are a number of interesting cloaks here. The Gunfighter’s Poncho lets you negate any ranged touch attack by falling to the ground. The cloak of the hedge wizard, which grants 2 at-will cantrips and two spells once per day, is also pretty useful. There are also cloaks that turn into shields, those that punish enemies who tumble past you,

    The Bracers of Falcon’s Aim have some issues, namely the constant effect aspect of the falcon that grants them a +1 bonus to-hit, +3 bonus to perception, and a keen effect. All for 1k less than the bracers of archery, lesser. Other than this, the wrist slot section is fairly well done. There are cool items like the Burglar’s Bracers (turns into masterwork thieves tools, and other things), longarm bracers, bracers to help casting spells while threatened, and vambraces that help a cavalier’s challenge and his tactician class feature.

    And...the slotless items. All 49 pages of them. Too many to list here, and even the task of picking the ones I enjoy the most is daunting and would blast past the character limit these reviews possess. Of my favorites, there are a few that stand out. These include the Prayer Wheel of Ethical Strength and Singing Bell of Striking, a pair of inspired items that just ooze with flavor that allow monks to change what DRs they overcome from ki strikes. Summon-Slave Crystal, which allows a spellcaster to take over the creature they’ve summoned as if using magic jar. Manual of War, which allows fighters to swap out a bonus feat once per day. The stone familiar that allows witches to store backups of spells, much like a wizard can with an extra spellbook. And my all-time favorite slotless item, the Traveler’s Any-Tool, a highly affordable item that can turn into any tool imaginable. The quintessential adventurer tool, allowing him to do almost any task necessary. These are all wonderful items that solve or mitigate real issues that were facing characters.

    For a book of this size, and taking into consideration the number of times I thought this in Ultimate Combat or Ultimate Magic, I expected to think “What were they thinking?” quite a few times. Especially so, considering the fact that magic items generally take up less space than archetypes. And while I haven’t reviewed every item with scrutiny, I am extremely happy with how few times I’ve had that thought while reading Ultimate Equipment.

    I rate it at 4.5 stars, rounded up for this platform. If you are just buying it for new equipment, it’s probably around 4 stars, or possibly even 3.5. But the whole point of the book is to be the end-all for equipment, and it does this wonderfully.


  • A GM's Review of Ultimate Equipment

    4/5

    First off, this is a review on two levels first and foremost as a utility for a GM, and secondarily as a review of the book as a whole (need for errata, artwork and such). If you're a player, this review isn't for you.

    First lets get clear what this product is and isn't. This product is a compilation of all the core weapons, and armor both mundane and magical, all the enchantments, all the magic items, several artifacts, mundane gear, art objects, intelligent items, and treasure tables. Many of these items are entirely new for this book alone.

    What this isn't is a book which includes non-core items, that is, items or enchantments specific to Golarion. You won't find Wayfinders or the Agile enchantment in here, nor will you find runewells or any otehr artifact, weapon, armor, gear, or enchantment specific to Golarion. Those aren't things you should expect in the rule line and you won't get them if you buy this book.

    This Product is absolutely essential if you are a GM. It compiles, as I have previously mentioned, all of the core items. The sheer amount of information in the book is staggering. And there are tables and treasure types that make rolling up loot incredibly easy. if you want to check an item this is basically your one stop reference.

    There are plenty of new and interesting items, many of which give support to under-supported classes like Gunslingers and Monks, as well as Alchemists and Summoners. A couple of examples of new items are: a vial of blood that lets a Sorceror use a different bloodline, and/or permanently change their bloodline, a Holy avenger equivalent for Anti-paladins, a Katana that lets you make a retributive strike similar to a Staff of Power, and a Pistol that lets you shoot ammo to create a Burning Hands effect.

    But there are some issues with the book. Many of the items are copy pasted descriptions from other sources. This is not generally an issue save in the case of items which already needed Errata. Almost none of these items were fixed. Secondly, if you're hoping for new art you're mostly out of luck. Many individual items and weapons have new art to them, but the beautiful twp page chapter header spreads are all reused from other books with newly added stories to them.

    Even with the drawbacks, this book is essential for GMs and well worth your while to purchase.


    Was hoping for more...

    3/5

    It is a good book..it has almost everything in but it is missing a few things that seem like they should be there. Things like Agile magic weapon and Wayfinders. But it does have a lot interesting and some what useless stuff. A Mithra Waffle Maker???
    I also personally find the format hard to read, the stat blocks at beginning and the crafting blocks at the end are the same. Since they are the same and the book formatting seems to flow it makes it hard to read.
    I like the book but was hoping for more.......


    While a good resource, too many typos and just not complete enough.

    3/5

    I agree with most of what was said below as far as the sometimes shoddy cut and paste job done and missing things like the agile weapon.
    It seems to me, with the time they had to put this together, there could have been more attention given to the accuracy of the information (i.e.: incorporating all errata that may have been published since the original publication of an item) as well as spelling and grammar.
    That aside, it is still a very useful volume to have. I do plan on getting this in PDF as well, but I may wait a year or so to see if they make some corrections first.


    Good product for what it is supose to be.

    4/5

    For an OGL product wherein Paizo could not and did not include Glorin specific content like the Agile weapon enhancement or other specific magic items. It succeded or surpased my expectations. The new or expanded special materials, Alchemy items and addtional mundane gear are helpful to anyone.

    The smart move to color code and list items by the wearable slot type instead of alphbetically is very helpful. I`m disapointed that Paizo did not include a new slot and items to cover for Leggings, Pants, Skirts or kilts. Even though 90% of RPG's both PnP and Computer versions have them.

    There are errors within the slot items layout where the title of an item suggests one slot type but the text contridicts exactly where a given item should go. For example Body Wraps in title but text states that it covers the Chest area, or Guantlets of skill at arms in the wrist/bracer section.

    The tables are a much needed overhaul for GM`s to quickly roleup monster/lair loot even though there is an error/omission in table 17-3 random weapons.

    Overall for an OGL Equipment book this is a solid purchase but with room for improvement I give 4.5 out of 5 stars.


    11 to 15 of 29 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
    101 to 150 of 705 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    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.

    101 to 150 of 705 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Ultimate Equipment (OGL) All Messageboards

    Want to post a reply? Sign in.