Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)

3.40/5 (based on 10 ratings)
Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)
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Armed for Adventure

Following in the tradition of the most popular Pathfinder Player Companion of all time, Adventurer's Armory 2 is a comprehensive guide to equipment of all sorts. Containing a wide array of new adventuring gear, alchemical items, armor, clothing options, magic items,poisons, tools, traps, and weapons to outfit any character, this guide is a welcome addition to any armory. Whether you're looking to gain the edge in combat or fit in to a social situation, Pathfinder Player Companion: Adventurer's Armory 2 has you covered!

Inside this book you'll find:

  • New feats, spells, and skill tricks to allow any adventurer to get the most out of the equipment they already own.
  • Armor and weapon modifications, allowing smiths or skilled adventurers to customize equipment on the fly to meet specific needs.
  • New construct familiars known as poppets—stuffed or wicker dolls crafted to carry out simple tasks at their masters' bidding.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-945-5

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

Hero Lab Online
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Yay! More Weapons!

5/5


I don´t know what kind of Pathfinder game the writers play...

2/5

...but it´s not the one i wanna play.

I first read "Adventurer´s Armory" and then this book. The first one is superior in every single way.

GOOD:
-The Spider-Silk Bodysuit is very useful if you are a drow with high dex and not enough money for bracers of armor.
-The Dwarven war shield is nice if you always wanted to play a dwarf with two shields.
-The Drow Razor is great for sneak attacks and criticals.
-The Sanpkhang is a poison-users weapon of choice.
-Gnome Piston Maul & Gnome Ripsaw Glaive are both fun and useful.
-The Orc Hornbow is very powerful, but it´s an exotic weapon for everyone without orc-blood.
-The tools and kits are good as are the poisons.
-The six spells are all very flavorful and useful.
-The Alchemical Wares.
-Concoctions are fun, especially if you drink too many.

BAD:
-The traits are all much too specialized.
20 out of the 25 new weapons are bad.
-The Ladder, Lantern, Lamp, Mirror and Pole Equipment tricks are very special and far away from the usefulness of the Heavy Blade Scabbard and Shield tricks from AA.
-The new Clothing, magic items and Alchemical Equipment tricks are of very limited use or costly.
-The Equipment from Abroad items are underwhelming.

UGLY:
-Equipment Packages are clearly overpowered for 1st level characters. For instance, the "Holy Warrior Package" is worth 1245 gold pieces - more than a 2nd level player character has!
-Armor Modifications give very minor special boni but impose larger penalties.
-The Butchering Axe is way overpowered, i wouldn´t allow it in my games.
-The Weapon modifications are very pricy, give minor boni and often may need a feat to use.
-The nine feats are all bad.
-Out of the 18 Adventuring Gear items, 17 are very special and one is overpowered (Spring loaded scroll case).
-Nalinivati´s kiss got cut from the book but is still listed on the interior back cover.
-Poppets, while being a nice idea, are too cheap and easy to construct, their capabilities are held too vague. Their whole existence undermines the craft construct feat and would change the way manual labor is done on Golarion significantly. This is not well thought out.

To me 21 of 30 pages are useless, 9 are interesting.
While i am used to the fact that most of the Player Companions have 50% good and 50% bad content, this one is weaker than most.


Repackaging and Bloating

1/5

Following the recent trend of compiling, repackaging, and nerfing of material from other books this product also adds a lot more unnecessary and very niche gear to further contribute to Pathfinder bloat. This is compounded further with the fact that every interesting item features a drawback and Feat tax to avoid said drawback. The only standout items in this book are the Equipment Packages and the Poppets, but these aren't really enough to justify the cost and further game bloat.


Needed to be more adventurous

4/5

For the most part this is a very solid book. The equipment packages are a great idea for players who want to get started fast without hunting through pages of items for the prices of cheap equipment (and are a good value to boot), I want one of those waifu body pillows for the Butchering Axe, the Poppets are a great idea as cheap, easy-to-build, handy constructs, and I absolutely adore the new equipment tricks. There are also a number of reprinted items, but at least there's enough new material that it doesn't feel as egregious as when the Adventurer's Guide did it.

However, a bunch of the stuff seems like it was toned down or otherwise weakened in the interest of playing it safe. The biggest examples of this are probably the Armor/Weapon Modifications that were included. The basic idea is great, giving some customization options to players who want to add new effects or shiny bells to their equipment, but the system needed more room to grow and display what it could do rather than two pages overall. Most of the armor modifications aren't worth the price for the modification because the effects seem almost nerfed by committee, like the modification which dazzles a creature once per day if they fail a (admittedly good) DC, or the one which has a chance of sickening a creature if they happen to be using power attack and their mother just called last night and complained about how much better their brother is doing as a monster in The Dragon's Crypt, and have they met any nice goblin girls yet? The weapon modifications are a bit better off, but most of the modifications are miniscule bonuses that could have been boiled down to some additions to the Weapon Design Rules (from Weapon Master's Handbook) and a note on how to attach those additions to already existing weapons. As much as I'd want those rules to be expanded and refined into something really worthwhile, they're most likely just going to be forgotten as a bunch of weak non-magical weapon "enchantments".

It just feels... too toned down, in a way that's kind of hard to voice properly. Like the entire book was restrained, or the writers couldn't make a bunch of cool weird items for one reason or another. The first book had the feeling of being a treasure box of items that made your mind spin with the possibilities for each one. This one feels like a store shelf, where everything's been placed out for display in a very specific way, and you're just browsing for something that you want.

tl;dr Not the best book, but it's still fairly solid and has some good ideas and new tricks.


Reprints and Niche Gear

2/5

Cons
1) The direction of the artwork.
2) Equipment tricks
3) Niche Gear
4) Reprints of previous gear.

Pros
1) Equipment packages


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Contributor

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Isabelle Lee wrote:
Alexander Augunas wrote:
I, for one, am looking forward to FINALLY being able to make my katana monk.
The system is working. ^_^

It is a REALLY good one. It's basically one little modification that solves some of the biggest problems that the brawler and monk have. (That they're stuck with a very specific, very eastern flavor of weaponry.)

Kudos to whomever wrote that section, as well as to Ron, Moreland, and all of the freelance authors on the book. In my personal opinion, AA2 FAR surpasses its predecessor.


It's worth mentioning that monk flurry is written differently than brawler flurry. Brawlers work based on weapon group, while monks work based on a special quality of the weapon. Can the "monk" quality be added to a weapon (like you would add disarm or trip)?

Scarab Sages

shaventalz wrote:
It's worth mentioning that monk flurry is written differently than brawler flurry. Brawlers work based on weapon group, while monks work based on a special quality of the weapon. Can the "monk" quality be added to a weapon (like you would add disarm or trip)?

Not that I know of, but it should work when combined with Ascetic Style and Ascetic Form.

Silver Crusade

shaventalz wrote:
It's worth mentioning that monk flurry is written differently than brawler flurry. Brawlers work based on weapon group, while monks work based on a special quality of the weapon. Can the "monk" quality be added to a weapon (like you would add disarm or trip)?

There is a mod that adds certain qualities to weapons but "monk" isn't one of them.


Pathfinder Starfinder Roleplaying Game Subscriber
Isabelle Lee wrote:
shaventalz wrote:

So, in theory...

Could you spend a feat (or two?), modify the butchering axe to be in the close weapon group, and use it with Brawler's Flurry?

Yesssssssss.

(Though as Rysky said, it'll set you back a few feats.)

One or two feats for doing something cool like that isn't too bad. As long as it doesn't become the "this is half of your feats now" trophy rules.

Rysky wrote:
There is a mod that adds certain qualities to weapons but "monk" isn't one of them.

Wait, so then what's Alex talking about in those posts? Or is there some other workaround that the new mods allow?

Grand Lodge

I think you could use a mod to add it to the fighter's "monk weapon group" which would then allow you to flurry with it using Ascetic Form.


Alchemaic wrote:
Isabelle Lee wrote:
shaventalz wrote:

So, in theory...

Could you spend a feat (or two?), modify the butchering axe to be in the close weapon group, and use it with Brawler's Flurry?

Yesssssssss.

(Though as Rysky said, it'll set you back a few feats.)

One or two feats for doing something cool like that isn't too bad. As long as it doesn't become the "this is half of your feats now" trophy rules.

Two feats to take something that's normally <=1d6 (scizore being an exception), and either light or with restrictions... and turn it into a 3d6 two-handed Power Attacking flurry of death. Yeah, that sounds like a reasonable trade-off.

Silver Crusade

shaventalz wrote:
Zaister wrote:
...The butchering axe is a nasty looking humongous orc axe that you can only wield without penalty if you have at least 19 Strength. It does 3d6 damage. It's an exotic weapon...
Is that written in a way that lets a half-orc's weapon familiarity to work? Because you say it's an orc weapon, but I don't see "orc" in the name.

It seems to only be popular with orcs in 1 country. By the regular rules it doesn't currently apply.


I understand why they made the butchering axe not work with orc weapon familiarity, but I don't think they thought that through very much because all that managed to do was make it a more attractive option for humans and half-elves than for orcs.

Silver Crusade

Oh yeah thats true. More Humans and Half-elves will use it then orcs or half orcs


4 people marked this as a favorite.
Rysky wrote:
technarken wrote:
The Lantern Staff is quite possibly the coolest stupid weapon I've seen in recent days, solely because it's not exotic. Basically anybody can get their Battle Lamppost game on. And that's how stupid weapons should work.

It's only stupid till you start beating a m!%+#@$@#$+@'s face in with it. Then it's awesome.

Also, fire.

Sounds great for a Lamplighter Investigator.

Silver Crusade

Preaching to the Choir here but, yea butchering axe not an orc weapon....
at least we have the warbow, guess its time to play half-orc archers.


Gisher wrote:
Rysky wrote:
technarken wrote:
The Lantern Staff is quite possibly the coolest stupid weapon I've seen in recent days, solely because it's not exotic. Basically anybody can get their Battle Lamppost game on. And that's how stupid weapons should work.

It's only stupid till you start beating a m!%+#@$@#$+@'s face in with it. Then it's awesome.

Also, fire.

Sounds great for a Lamplighter Investigator.

How does it compare to the Gnomish Poleflail ?

This may be a fun alternative for my Gnome follower of the Lantern King :P


3 people marked this as a favorite.
Secret Wizard wrote:
technarken wrote:
The Lantern Staff is quite possibly the coolest stupid weapon I've seen in recent days, solely because it's not exotic. Basically anybody can get their Battle Lamppost game on. And that's how stupid weapons should work.
"Imagine if I had a real weapon..."

LET ME AT 'EM


Richter Harding wrote:

Preaching to the Choir here but, yea butchering axe not an orc weapon....

at least we have the warbow, guess its time to play half-orc archers.

Pretty sure a composite bow would still come out ahead for an archer, unless the new one also allows for Str bonuses?


2 people marked this as a favorite.
Darkbridger wrote:
Pretty sure a composite bow would still come out ahead for an archer, unless the new one also allows for Str bonuses?

It does, yes. ^_^

Silver Crusade

Darkbridger wrote:
Richter Harding wrote:

Preaching to the Choir here but, yea butchering axe not an orc weapon....

at least we have the warbow, guess its time to play half-orc archers.
Pretty sure a composite bow would still come out ahead for an archer, unless the new one also allows for Str bonuses?

It does.

Edit: ninjaed by the author :3


Isabelle Lee wrote:
Darkbridger wrote:
Pretty sure a composite bow would still come out ahead for an archer, unless the new one also allows for Str bonuses?
It does, yes. ^_^

Alrighty then, Orc Archers all around it is

Liberty's Edge

Darkbridger wrote:
Richter Harding wrote:

Preaching to the Choir here but, yea butchering axe not an orc weapon....

at least we have the warbow, guess its time to play half-orc archers.
Pretty sure a composite bow would still come out ahead for an archer, unless the new one also allows for Str bonuses?

It does. It's considered to be Str +0 composite by default, but the Strength bonus can be increased in the same way and for the same cost as a composite longbow.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

SWORD CHUCKS ARE A THING NOW!!!

All you need is to give a double-bladed sword the versatile design weapon modification, and pick the fighter's flails weapon group.

(It acts in all ways like a double-bladed sword, but now also counts as being a part of the flail weapon group.)

*cries happy tears*


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Literally every two-handed weapon can work with Shield Brace now!


5 people marked this as a favorite.

RE: Lantern Staff: Another great thing about it that I haven't seen come up yet in this thread: It's a metal quarterstaff. Which means you can have all those things that quarterstaves get, but now through an Adamantine weapon without cheese.


3 people marked this as a favorite.

Make one out of hot siccatite. It'll light the lamp oil for you. ^_^


Shinigami02 wrote:
RE: Lantern Staff: Another great thing about it that I haven't seen come up yet in this thread: It's a metal quarterstaff. Which means you can have all those things that quarterstaves get, but now through an Adamantine weapon without cheese.

Can it still be used with proficiency, when you are proficient with a quarterstaff, but not with all simple weapons?


2 people marked this as a favorite.

So, if I'm reading this thread right, a Gnome now gets battle ladder as a martial weapon and can add it to the close weapon group? So Brawler's Flurry of Ladders is a thing?


What are these 'weapon modifications' I've read about here? Does it allow for things like putting a spike or hammer on the backside of your battleaxe so you can inflict more than one kind of damage with it?


1 person marked this as a favorite.

Just realized I can now add the Nonlethal quality to a spear to (somehow) nonlethally impale people.


1 person marked this as a favorite.
technarken wrote:
Just realized I can now add the Nonlethal quality to a spear to (somehow) nonlethally impale people.

You can nonlethally stab people. You've sharpened the spear down so that the pointy end doesn't flare out as much, making the wounds small.


5 people marked this as a favorite.

Padded tip. ^_^


2 people marked this as a favorite.

Nerf spear.


Can anyone talk more about the Vishkanya stuff?


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Armenius wrote:
Can anyone talk more about the Vishkanya stuff?

Vishkanya Weapon Familiarity grants proficiency with the Sanpkhang.

Snake-Tongue Concoction makes your saliva venomous, as black adder venom. A Vishkanya instead gains an extra daily use of his Toxic racial trait.

Silver Crusade

6 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

This book is insane. I want the stuff the author(s) of the weapons/armor mod section were on while writing the chapter, it's that awesome.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There's also the "Tactically Adapted" modification, which lets you add blocking, brace, disarm, distracting, nonlethal, performance, or trip to the weapon. :D


1 person marked this as a favorite.

For reals though, everything I've heard about this book is stupid awesome.


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

NEW TOOL

Introducing the new Armor Modifications Comparison Table!

Finding the right suit of armor for your character has never been easier! :D


what does the Spiral Rapier do? is it the same as a normal rapier or different? and most importantly, can a inspired blade use them with its abilities?

Silver Crusade

Sir_Andrew wrote:
what does the Spiral Rapier do? is it the same as a normal rapier or different? and most importantly, can a inspired blade use them with its abilities?

It does rapier stuff. And blocking and disarming stuff.

Grand Lodge

But does it count as a rapier for class abilities, feats, etc?


Rysky wrote:
Sir_Andrew wrote:
what does the Spiral Rapier do? is it the same as a normal rapier or different? and most importantly, can a inspired blade use them with its abilities?
It does rapier stuff. And blocking and disarming stuff.

so it just a rapier with blocking and disarm qualities?


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Jurassic Pratt wrote:
But does it count as a rapier for class abilities, feats, etc?

Any effects that apply to rapiers also apply to a spiral rapier, yes.

Grand Lodge

Is it a martial weapon?


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Jurassic Pratt wrote:
Is it a martial weapon?

No, it's exotic. Not surprising considering it's otherwise mostly identical (other than weighing slightly more), but getting a few more options.

Silver Crusade

Yep. It's a rapier that does some more stuff.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If I have both armor spikes and the razored armor modification on my armor, is the sum weight +10 pounds, or +20 pounds?


Ravingdork wrote:
If I have both armor spikes and the razored armor modification on my armor, is the sum weight +10 pounds, or +20 pounds?

I'd recommend folding the weight of the spikes into the modification, just as one does with the price. But I don't think it's explicitly stated in the ability, so... expect table variation, I guess.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Is the listed price for the dual-balanced weapon modification cover both weapons, or just one?


4 people marked this as a favorite.

What a prize this book is! And yes, the Lantern Staff really caught my eye...and yes I too had my Lamplighet in mind.
The equipment spells are refreshingly creative. The alchemical wares are fantastic.

Thank you for validating my subscription yet again!


1 person marked this as a favorite.
Archmage Variel wrote:
Shinigami02 wrote:
RE: Lantern Staff: Another great thing about it that I haven't seen come up yet in this thread: It's a metal quarterstaff. Which means you can have all those things that quarterstaves get, but now through an Adamantine weapon without cheese.
Can it still be used with proficiency, when you are proficient with a quarterstaff, but not with all simple weapons?

Unless Proficiency counts as "an effect that applies to a quarterstaff" no, so Wizards, Monks, and Druids might be out of luck. That said in any game I run I would count it, so all I can say is expect table variation?


Ravingdork wrote:

NEW TOOL

Introducing the new Armor Modifications Comparison Table!

Finding the right suit of armor for your character has never been easier! :D

Oh man double-plated is great, now you can get full AC with heavy armor users much faster and cheaper!

Too bad it sucks for Medium armored dudes...

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