ebook img

Pathfinder Roleplaying Game: Ultimate Equipment PDF

402 Pages·2012·33.67 MB·English
by  
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Pathfinder Roleplaying Game: Ultimate Equipment

551177339988 551177339988 22335500555555 551177339988 UUU lllTTTIIImmmaaaTTTeee eee qqqUUU¹¹¹pppmmmeeeNNNTTT 22335500555555 22335500555555 551177339999 551177339999 UUU lllTTTIIImmmaaaTTTeee eee qqqUUU¹¹¹pppmmmeeeNNNTTT 22335500555566 551177339999 22335500555566 22335500555566 551177440000 551177440000 UUU lllTTTIIImmmaaaTTTeee eee qqqUUU¹¹¹pppmmmeeeNNNTTT Credits Lead Designer: Jason Bulmahn Designers: Stephen Radney-MacFarland and Sean K Reynolds Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors (see page 387) Cover Artist: Wayne Reynolds Interior Artists: Kerem Beyit, Dmitry Burmak, Vincent Dutrait, Grafit Studios, Francesco Graziani, Michal Ivan, Chuck Lukcas, Steve Prescott, Christophe Swal, Wayne Reynolds, and Kieran Yanner Creative Director: James Jacobs Managing Editor: F. Wesley Schneider Development: Logan Bonner, Adam Daigle, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, and James L. Sutter Editing: Jeffery Alvarez, Judy Bauer, Logan Bonner, Christopher Carey, and Erik Mona Editorial Assistance: Rob McCreary and Mark Moreland Editorial Intern: Jerome Virnich Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Production Specialist: Crystal Frasier Publisher: Erik Mona Paizo CEO: Lisa Stevens Vice President of Operations: Jeffrey Alvarez Director of Sales: Pierce Watters Finance Manager: Christopher Self 22335500555577 Staff Accountant: Kunji Sedo 551177440000 Technical Director: Vic Wertz Senior Software Developer: Gary Teter Campaign Coordinator: Mike Brock Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter Warehouse Team: Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz Special Thanks: Ryan Dancey, Clark Peterson, all of RPG Superstar’s incredibly talented contestants, and the proud participants of the open gaming movement. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Ultimate Equipment is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, GameMastery, and Pathfinder Society are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. First printing August 2012. Printed in China. 22335500555577 22335500555577 551177440011 551177440011 taBLe oF contents IntroductIon 4 chapter 5: Wondrous Items 204 Introduction 206 chapter 1: arms and armor 6 Belts Slot Wondrous Items 208 Armor 8 Body Slot Wondrous Items 214 Weapons 16 Chest Slot Wondrous Items 220 Firearms 41 Eyes Slot Wondrous Items 224 Fighter Weapon Groups 47 Feet Slot Wondrous Items 228 Special Materials 48 Hands Slot Wondrous Items 234 Primitive Materials 52 Head Slot Wondrous Items 240 Headband Slot Wondrous Items 248 chapter 2: Gear 54 Neck Slot Wondrous Items 254 Adventuring Gear 56 Shoulders Slot Wondrous Items 262 Tools and Skill Kits 76 Wrists Slot Wondrous Items 270 Animals, Mounts, and Related Gear 80 Slotless Wondrous Items 276 Clothing 88 Entertainment and Trade Goods 92 chapter 6: artIFacts and other Items 326 Food and Drink 94 Artifacts 328 Lodging and Services 98 Cursed Items 340 Alchemical Remedies 100 Intelligent Items 352 Alchemical Tools 102 Alchemical Weapons 106 appendIces 360 Poisons 110 Appendix 1: Treasure Generator 360 Appendix 2: Gems and Jewelry 388 chapter 3: maGIc arms and armor 112 Appendix 3: Art Objects 390 22335500555588 551177440011 Armor Special Abilities 114 Specific Magic Armor & Shields 124 Index 392 Weapon Special Abilities 134 Specific Magic Weapons 150 open Game LIcense 398 chapter 4: rInGs, rods, and staves 164 Rings 166 Rods 178 Staves 192 22335500555588 22335500555588 551177440022 551177440022 UUllTTiimmaaTTee eeqqUUiippmmeeNNTT Introduction Gear is the great equalizer. Whether it’s the sword that Start off by girding yourself for battle with this extensive makes the pint-sized halfling suddenly the deadliest selection of armors and shields, from familiar favorites like warrior in a fight, or the armor that lets a human leather armor and plate mail to exotic kikko armor and the shrug off a giant’s blow, the things we own protect us, help horned madu shield. Also presented for your convenience are us advance our aims, and allow us to distinguish ourselves rules for getting into and out of armor, masterwork armor, from the crowd. The items we use define us—for isn’t tool armor for unusual creatures, and more. use one of the great markers of sentient creatures? Next, choose your weapon with page upon page of weapon Equipment is especially important to adventurers. A tables and descriptions. Swords and bows, polearms and wizard may laugh at a warrior for encasing herself in armor firearms—they’re all here, as well as rules for expanded and relying on sharpened steel to solve her problems—but fighter weapon groups, weapon qualities, and damage for where would that same wizard be without his staff and weapons of unusual sizes. magic rings? From the alchemist’s alembics to the rogue’s Lastly, eight pages of special materials ensure that your lockpicks, all characters in the Pathfinder Roleplaying weapons and armor have mechanics as unique as their Game rely on equipment and magic items. But with items appearances. Will your armor be made from dragonhide strewn across various sourcebooks and adventures, it can or adamantine? Angelskin or blood crystal? Perhaps your be difficult to know where to start. primitive character carries only stone weapons, or bronze? Pathfinder RPG Ultimate Equipment is your one-stop The choice is yours. shopping experience for fantasy roleplaying. Inside this book you’ll find all the gear and magic items previously Chapter 2: Gear printed in the Pathfinder RPG line—the Core Rulebook, Advanced Player’s Guide, Ultimate Combat, and Ultimate Magic— as well as the cream of the crop from items presented in the Advanced Race Guide, Adventurer’s Armory, the Pathfinder 22335500555599 Campaign Setting line, Paizo’s annual RPG Superstar 551177440022 design contest, and more. Mixed in with these are a hoard of brand new items, both magical and mundane, crafted to help you customize your character or stock a dungeon with treasures your players have never imagined, but desperately need. So go on—turn the page, open up the treasure chest, and see what wonders lie in store. And remember: when the going gets tough, the tough buy better swords. There’s more to adventuring than just weapons and armor, NavigatiNg this Book and this chapter breaks down the rest of the necessities. First This book is organized according to equipment type. comes the adventuring gear—a smorgasbord of mundane Within each chapter, the types are divided even further, items used every day by adventurers of all stripes. Whether helping you quickly narrow in on precisely what you need. it’s simple things like a backpack or crowbar, or more Presented here is a brief overview of each chapter. esoteric items like a scabbard with hidden compartments or fake shoes for laying down false footprints, this chapter has Chapter 1: arms and armor everything you need to stock your pack, baggage train, or general store. After this comes specialized gear, including tools and kits to help you with all manner of skills and professions. This is followed by mounts and transportation, ranging from carriages to barding for your riding bat. Next comes the clothing section, which in addition to keeping your character from running naked into battle contains useful items such as skis, masks, and wigs. Entertainment items offers such things are marked cards and loaded dice, and trade goods details the livestock, foodstuffs, and other items you can sell to pay off any resulting gambling debts. The food and drink section and the lodging and services section present viands to feast on 44 22335500555599 22335500555599 551177440033 551177440033 IntroductIon and places to stay when you return from your adventures, Chapter 5: Wondrous items as well as rates for folks like doctors and lawyers. After that, things get more exotic. Alchemical remedies offer more than just antitoxins—who wants to go adventuring without troll oil or vermin repellent? Alchemical tools range from glues and solvents to defoliants, smoke pellets, and glowing ink. Alchemical weapons include bottled lightning, fireworks, grenades, and more, and the chapter finishes of with a wide selection of poisons. Chapter 3: maGiC arms and armor More than 100 pages of useful and sometimes bizarre magic items fill this chapter, arranged by magic item slot to help you ensure you’re wearing as much magic as possible. From belts and headbands to dryad sandals and nightmare boots, this section has all the magic you can wear to become a figure of might and myth, as well as a huge section of non-wearable magic items, all organized both alphabetically and by price. Chapter 6: artifaCts and other items This chapter begins with a huge selection of magical special abilities that can be applied to armor and shields. Magically store your animal companion, familiar, or mount in hosteling 22335500556600 armor, or protect against your most hated creature type 551177440033 with defiant armor. This section is followed by an extensive catalog of specific magical armor and shields. After these, it’s weapon time, again starting with special abilities. Why settle for a simple +1 longsword when you can have a heartseeker weapon capable of cutting through concealment? Last comes an assortment of specific magic weapons. Chapter 4: rinGs, rods, and staves Why settle for generic magic items any caster can craft? This chapter covers rare and precious items with histories spun into legends, such as the monkey’s paw, the philosopher’s stone, and the deck of many things. Yet not every artifact or magic item is the boon it first appears to be—this chapter also presents a wide array of cursed items that a crooked shopkeeper (or devious GM) might pass off to player characters as priceless wonders. Finally, this chapter covers those treasures that talk back: intelligent items. This last section includes the rules for creating and using such items, dedicated powers, personality quirks, and of course a wide selection of specific intelligent items ready to be dropped in players’ paths. This chapter presents nearly 50 pages of specific magic rings, appeNdiCes rods, and staves, organized by type and presented alongside Wrapping up this book is an innovative new system for handy tables organizing them by monetary value, allowing random treasure generation, designed to help GMs give you to find gear in your price range at a glance. Whether you’re their players useful items while tightly regulating treasure’s a monk looking for a magic ring to protect you as you charge value. Following this is a section on valuable art objects, a unarmored into battle, or a spellcaster eager to dominate the thorough discussion of gems, and a detailed index to help battlefield with a mighty staff of power, this section is for you. you quickly locate specific topics and items. 55 22335500556600 22335500556600 551177440044 551177440044 22335500556611 551177440044 Arms and Armor 1 22335500556611 22335500556611 551177440055 551177440055 idn’t I tell you not to touch D it?” Sajan yelled. “Who makes a sword that fancy, puts it on a pedestal, and then expects no one to touch it?” Lini replied. Sajan jerked a thumb back over his shoulder. “Him!” Behind them, the fire yai roared and smashed its way through the narrow alley, its footsteps shaking the ground behind the fleeing adventurers. A spiked club the size of a horse carriage 22335500556622 bit deep into the earth at their heels, 551177440055 sending broken stones careening off into the surrounding forest. “I still think—” Lini began. “Think later!” Sajan shouted. “Run now!” 22335500556622 22335500556622 551177440066 551177440066 UUllTTiimmaaTTee eeqqUUiippmmeeNNTT Armor allow them to wear certain armors or even shields without incurring any arcane spell failure chance for casting spells For most, armor is the simplest way to protect themselves from their class spell list. in a world of rampant threats and dangers. Many Casting an Arcane Spell in Armor: A character who casts an characters can wear only the simplest of armors, and only arcane spell while wearing armor must usually make an some can use shields. arcane spell failure check. The number in the Arcane Spell The armor entries on Table 1–1: Armor and Shields Failure Chance column on Table 1–1: Armor and Shields is contain the following information. the percentage chance that the spell fails and is ruined. If COST: The cost in gold pieces of the armor for Small or the spell lacks a somatic component, however, it can be cast Medium humanoid creatures. See Table 1–2: Armor for with no chance of arcane spell failure. Unusual Creatures for armor prices for other creatures. Shields: If a character is wearing armor and using a ARMOR/SHIELD BONUS: Each type of armor grants an armor shield, add the two arcane spell failure chances together to bonus to armor class (AC), while shields grant a shield get a single arcane spell failure chance. bonus to AC. The armor bonus from a suit of armor doesn’t SPEED: Medium or heavy armor slows the wearer down. stack with other effects or items that grant an armor The number on Table 1–1: Armor and Shields is the bonus. Similarly, the shield bonus from a shield doesn’t character’s speed while wearing the armor. Humans, elves, stack with other effects that grant a shield bonus. In each half-elves, and half-orcs have an unencumbered speed of armor category (light, medium, or heavy), the armors are 30 feet. They use the first column. Dwarves, gnomes, and listed in order from worst AC bonus to highest AC bonus. halflings have an unencumbered speed of 20 feet. They MAXIMUM DEX BONUS: This number is the maximum use the second column. Remember, however, that a dwarf’s Dexterity bonus to AC that this type of armor allows. land speed remains 20 feet even in medium or heavy armor Dexterity bonuses in excess of this number are reduced to or when carrying a medium or heavy load. this number for the purposes of determining the wearer’s Shields: Shields do not affect a character’s speed. AC. Heavier armors limit mobility, reducing the wearer’s WEIGHT: This column gives the weight of the armor sized ability to dodge blows. This restriction doesn’t affect any for a Medium wearer. Armor fitted for Small characters other Dexterity-related abilities. A dash indicates the armor weighs half as much, and armor for Large characters does not affect a character’s maximum Dexterity bonus. weighs twice as much. 22335500556633 Even if a character’s Dexterity bonus to AC drops to 0 551177440066 because of armor, this situation does not count as losing ARMOR SPECIAL FEATURES his Dexterity bonus to AC. Some armors, particularly those made out of primitive A character’s encumbrance (the amount of gear carried, materials (see pages 52–53), are inferior compared to including armor) may also restrict the maximum Dexterity standard equipment. These armors have the fragile bonus that can be applied to his Armor Class. special feature. Shields: Shields do not affect a character’s maximum Fragile: Armor with the fragile quality falls apart when Dexterity bonus, except for tower shields. hit with heavy blows. If an attacker hits a creature wearing ARMOR CHECK PENALTY: Any armor heavier than leather, as fragile armor with an attack roll of a natural 20 and well as any shield, applies an armor check penalty to all confirms the critical hit (even if the creature is immune Dexterity- and Strength-based skill checks. A character’s to critical hits), the armor gains the broken condition. If encumbrance may also incur an armor check penalty. already broken, the armor is destroyed instead. Fragile Shields: If a character is wearing armor and using a armor is broken or destroyed by only critical threats that shield, both armor check penalties apply. are generated by natural 20s. Nonproficient with Armor Worn: A character who wears Masterwork and magical fragile armor lacks these flaws armor and/or uses a shield with which he is not proficient unless otherwise noted in the item description or the takes the armor’s (and/or shield’s) armor check penalty on special material description. attack rolls as well as on all Dexterity- and Strength-based If armor gains the broken condition in this way, that ability and skill checks. The penalty for nonproficiency armor is considered to have taken damage equal to half its with armor stacks with the penalty for shields. hit points +1. This damage is repaired either by something Sleeping in Armor: A character who sleeps in medium or that addresses the effect that granted the armor the broken heavy armor is automatically fatigued the next day. He takes condition (like the Field Repair feat from Ultimate Combat) a –2 penalty on Strength and Dexterity and can’t charge or or the repair methods described in the broken condition run. Sleeping in light armor does not cause fatigue. (Core Rulebook 566). When an effect that grants the broken ARCANE SPELL FAILURE CHANCE: Armor interferes with the condition is removed, the armor regains the hit points it gestures that a spellcaster must make to cast an arcane spell lost when the broken condition was applied. Damage done that has a somatic component. Arcane spellcasters face the by an attack against armor (such as from a sunder combat possibility of arcane spell failure if they’re wearing armor. maneuver) cannot be repaired by an effect that removes the Bards, magi, and summoners have class features which broken condition. 88 22335500556633 22335500556633 551177440077 551177440077 ARMS AND ARMOR ARMOR Table 1–1: Armor and Shields ARMOR/SHIELD MAX ARMOR ARCANE SPELL SPEED WEAPONS LIGHT ARMOR PRICE BONUS DEX BONUS CHECK PENALTY FAILURE CHANCE 30 FT. 20 FT. WEIGHT1 Haramaki 3 gp +1 — 0 0% 30 ft. 20 ft. 1 lb. SPECIAL MATERIALS Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lbs. Quilted cloth 100 gp +1 +8 0 10% 30 ft. 20 ft. 15 lbs. Silken ceremonial 30 gp +1 — 0 0% 30 ft. 20 ft. 4 lbs. Lamellar cuirass 15 gp +2 +4 0 5% 30 ft. 20 ft. 8 lbs. Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs. Parade 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs. Studded leather 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs Wooden 20 gp +3 +3 –1 15% 30 ft. 20 ft. 25 lbs. Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lbs. Lamellar (leather) 60 gp +4 +3 –2 20% 30 ft. 20 ft. 25 lbs. MEDIUM ARMOR Armored coat 50 gp +4 +3 –2 20% 20 ft. 15 ft. 20 lbs. Hide 15 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs. Do-maru 200 gp +5 +4 –4 25% 20 ft. 15 ft. 30 lbs. Kikko 30 gp +5 +4 –3 20% 20 ft. 15 ft. 25 lbs. Lamellar (horn) 100 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs. Scale mail 50 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs. Agile breastplate 400 gp +6 +3 –4 25% 20 ft. 15 ft. 25 lbs. Breastplate 200 gp +6 +3 –4 25% 20 ft. 15 ft. 30 lbs. Chainmail 150 gp +6 +2 –5 30% 20 ft. 15 ft. 40 lbs. Four-mirror 45 gp +6 +2 –5 30% 20 ft. 15 ft. 45 lbs. Lamellar (steel) 150 gp +6 +3 –5 25% 20 ft. 15 ft. 35 lbs. Mountain pattern 250 gp +6 +3 –4 30% 20 ft. 15 ft. 40 lbs. HEAVY ARMOR Banded mail 250 gp +7 +1 –6 35% 20 ft.2 15 ft.2 35 lbs. Kusari gusoku 350 gp +7 +1 –7 35% 20 ft.2 15 ft.2 45 lbs. 22335500556644 551177440077 Lamellar (iron) 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 50 lbs. Splint mail 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 45 lbs. Tatami-do 1,000 gp +7 +3 –6 35% 20 ft.2 15 ft.2 45 lbs. Agile half-plate 850 gp +8 +0 –7 40% 20 ft.3 15 ft.3 55 lbs. Half-plate 600 gp +8 +0 –7 40% 20 ft.2 15 ft.2 50 lbs. Lamellar (stone) 500 gp +8 +0 –7 40% 20 ft.2 15 ft.2 45 lbs. O-yoroi 1,700 gp +8 +2 –6 35% 20 ft.2 15 ft.2 45 lbs. Full plate 1,500 gp +9 +1 –6 35% 20 ft.2 15 ft.2 50 lbs. Stoneplate 1,800 gp +9 +1 –6 35% 15 ft.2 10 ft.2 75 lbs. SHIELDS Buckler 5 gp +1 — –1 5% — — 5 lbs. Klar 12 gp +1 — –1 5% — — 6 lbs. Light steel quickdraw 59 gp +1 — –2 5% — — 7 lbs. Light steel 9 gp +1 — –1 5% — — 6 lbs. Light wooden quickdraw 53 gp +1 — –2 5% — — 6 lbs. Light wooden 3 gp +1 — –1 5% — — 5 lbs. Madu (leather) 40 gp +1 — –2 5% — — 5 lbs. Madu (steel) 50 gp +1 — –2 5% — — 6 lbs. Heavy steel 20 gp +2 — –2 15% — — 15 lbs. Heavy wooden 7 gp +2 — –2 15% — — 10 lbs. Tower 30 gp +44 +2 –10 50% — — 45 lbs. EXTRAS Armor spikes +50 gp — — — — — — +10 lbs. Locked gauntlet +8 gp — — Special N/A5 — — +5 lbs. Shield spikes +10 gp — — — — — — +5 lbs. 1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. 2 When running in heavy armor, you move only triple your speed, not quadruple. 3 When running in agile half-plate, you can still move quadruple your speed, instead of the normal triple speed for heavy armor. 4 A tower shield can instead grant you cover. See the description. 5 Hand not free to cast spells. 99 22335500556644 22335500556644

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.