3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Pathfinder RPG Ultimate Equipment is your one-stop. are of their unique magical items! Ultimate Collection. More Ultimate Equipment is a PDF supplement to the Ultimate Equipment Guide, compiling even more of. FIRST PRINTING. Update — Release Date 05/19/ This document updates the first printing of Ultimate. Equipment to match the second printing. UPDATES.

Ultimate Equipment Pdf

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Ultimate Equipment · Pathfinder Roleplaying Game · Pathfinder System. Nickname. PDF Version. Version Electronic (PDF, DOC, eBook, HTML, etc.) Product. Hi all. Been wondering what PF books to get in print and what to get in PDF. Already have the core rules but I'm wondering what Ultimate. This 50 page PDF follows the same format as the hugely popular Ultimate More Ultimate Equipment is available at bacttemcocani.gq, at the.

Characters might tell of finding the item themselves, in a moment predating their adventuring careers. A rogue might have stolen her item, implying an enemy character who may appear later looking to get it back. Consider ways to build on each mini-narrative, crafting them into a broader story.

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Non-magical equipment can also be treated as heirlooms, especially for characters from impoverished backgrounds. That scuffed-up suit of leather armor might be a hand-me-down from a roguish uncle, or a precious bit of loot from a terrible battle that took place nearby a generation ago. Setting Items Another way to add flavor to starting magic items is to use them to introduce details of your world.

Make a list of each treasure item selected, or the most notable piece of standard gear carried by each PC. Avoid consumable items, which are unlikely to have survived long enough to have interesting histories attached to them.

Develop quick snippets of narration referring to their histories. The haft gives your sword its magic. The mummified appendage might have belonged to a vizier of a god-king, who lived and breathed 5, years ago. Alternatively, you might choose random setting details and then use them as inspiration for adventure hooks. Introduce them to the players before the action begins, perhaps with a brief description on an index card.

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Work with the player until you have a hook that works for you, and a personal detail that fits her vision. Although secrets occasionally lead to interesting play, backstories the players are willing to share with the rest of the group are more likely to take an active role in play.

At a suitable moment in the action, invite the player to describe the item and its backstory to the other players. Mighty Items Under ordinary circumstances, avoid giving starting PCs magical weapons that would normally be reserved for much higher-level characters.

As a change of pace, though, a powerful item can drive the premise for a campaign or a series of linked adventures within a campaign. Getting an item that outclasses them leads the PCs into a series of crises. Entities better equipped to use the item hunt them down and try to take it away from them. From swords, bows, and axes to a variety of strange and exotics blades as well as firearms, this chapter has it all.

Much of the Firearms were simply reprinted from Ultimate Combat. On the other hand, the section on Special Materials was very interesting. I could not tell you if this was previously published but I am sure some of it was. However, this presents a clear and organized list of various materials you could make weapons and armor with.

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Your armor could be made from dragonhide, adamantine, angelskin or blood crystal. Or you can be a little more old-school and have stone weapons or bronze armor.

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There is a good amount to choose from, if you have the gold. Gear gives the reader a list of mundane items to choose from. From adventuring gear, tools and skill kits to animals and transportation as well as entertainment and trade goods. Most eye-catching in this section is the Alchemical Remedies, Tools and Weapons. There is a great variety of chemicals, solvents, cures and corrosives anyone can use.

The chapter closes out with a two-page discussion on Poisons. Here I am sure players would spend a lot of time.

I was simply fascinated by the number of special abilities armor and weapons could have. But on top of that there are dozens of armor as well as weapons.

Rings, Rods and Staves is probably the third most popular place if not the second. Here you can find wands, rings and staffs of all kinds, and like other chapters, some are previously published and some are original.

Sorting through many of these items, I was able to find a few of the Superstar entries as well, bringing more value to the book. The Artifact section includes both Minor and Major. Intelligent Items are those items magically imbue with sentience and usually are treated as NPCs.


This section begins with an explanation and rules on how to create one. This is followed by a short list of a few of the known intelligent items of the Pathfinder game. Uses Book template.

Paizo Publishing, LLC. Player Character Folio.

Artwork from Ultimate Equipment. Within this handy, all-in-one reference, you'll find 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.Intelligent Items are those items magically imbue with sentience and usually are treated as NPCs.

However, unlike other Paizo products, the consistency of the art leaves the reader wanting. The Haunting of Equestria.

Atarashia Gazetteer: Description Edit History. No longer are the PCs rootless vagabonds; they have a history, and people they care about. Geek Market Trades.

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