Pathfinder Player Companion: Adventurer's Armory (PFRPG)

3.40/5 (based on 18 ratings)
Pathfinder Player Companion: Adventurer's Armory (PFRPG)

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Hundreds of New Items!

Whether your character’s in the market for an exotic weapon, a new pet, or an unusual alchemical item to help in exploring old tombs, this book has it covered. Adventurer’s Armory is the go-to sourcebook for supplementing your character’s gear; all of the items are nonmagical and most of them are priced low enough that even 1st-level heroes can afford them!

    Customize your equipment for any given adventure with the following:
  • New weapons and armor!
  • New alchemical items
  • Skill aids and class-specific items!
  • New poisons and black-market goods!
  • Travelers’ comforts, such as cooking supplies and tents!
  • Adventurer favorites, like bladed boots and spring-loaded wrist sheaths!
  • New uses, rules, and tricks for mundane gear!
  • Divine items that react to channeled energy!
  • Power components for spells!
  • New traits!
  • An alchemist cohort to keep you supplied in the field!

This player-friendly Pathfinder Companion works best with the Pathfinder Roleplaying Game Core Rulebook or the 3.5 version of the world’s oldest fantasy roleplaying game. Although suitable for play in any fantasy world, it is optimized for the Pathfinder Chronicles campaign setting.

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as a persona section detailing helpful NPCs and traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-222-7

Errata for the first printing of the Adventurer's Armory is available as a free download (3.4 MB zip/PDF).
Updated Thursday, July 21, 2011

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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

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Average product rating:

3.40/5 (based on 18 ratings)

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Jumps Right In

4/5

This book wastes not time getting to the armory of new choices.

Basics: This is not a fluff book. Page after page of new weapons and equipment. Also has some equipment for casters at the end as well.

Mechanics: A plethora of new weapons and equipment should prove useful for everyone in some aspect. Alchemical Power Components add a new layer to casting by adding effects while also having a useful item in hand.

Theme: It is an armory but a specific theme is absent. However there is enough variety to find themes within the book. Specifically the Syringe Spear is one I am fond of for an alchemist.

Execution: It forgoes fluff to dive straight into the item descriptions and stat blocks. For this type of book it works.

Summary: A supplement of items and interactions. A simple yet useful addition to a collection.


Lovely book

5/5


Chock Full of Useful Stuff

5/5

Adventurer's Armory was a product completely different than anything that had appeared in Pathfinder's Player Companion line up to that point. Whereas previous entries in the series has been about specific regions or races and contained far more "fluff" than "crunch", the Adventurer's Armory was almost *all* crunch. Full of new equipment, weapons, services, and more, the book drastically expanded the amount of stuff that PCs could spend their hard-earned (or stolen) gold on. It's probably the reason it's the most popular Player's Companion, and (I think) the only one to ever receive a second printing. Indeed, its continuing popularity is such that it's led to an announced Adventurer's Armory 2 later in 2017, which means Adventurer's Armory is the first product in the line to receive a direct sequel.

The inside front- and back- covers are tables providing statistics for the new weapons introduced in the book. The interior is then divided into six sections.

The first section, and by far the longest at 20 pages, is "Weapons, Armor, and Adventuring Gear." This section is exactly what it sounds like. There are 45(!) new weapons, including some classics from previous editions of D&D like the bardiche and lasso, as well as many I've never seen before, like the meteor hammer, groaning bullets, and syringe spear. One new shield (a "madu") and one new armor (parade armor) are introduced. The section then details dozens of new pieces of miscellaneous adventuring gear, including some that have become extremely common in groups I've played in, such as masterwork backpacks and skeleton keys. Players interested in alchemy will be happy, as a couple of dozen of substances are introduced, including everything from sneezing powder to bladeguard (for rust monster protection!). There are then 24 new tool and skill kits, such as portable alchemist's labs, a stretcher, and a portable altar. Some fun new clothing options are introduced such as tear-away clothing, as well as some eminently sensible choices like hot weather outfits. Foods and drinks receive descriptions and prices: everything from coffee and tea to Linnorm mead and Mwangi coffee. Want an animal as a pet or companion? Dogs, dire rats, stirges (!), and more are priced. Last, there's a handful of entertainment items (like loaded dice and marked cards) and herbal items. Perhaps disturbingly, there's even an entry on purchasing different types of slaves.

The second section, "Combat", comes in at two pages and introduces the concept of equipment tricks. Basically, by taking the Equipment Trick feat, a character can learn to do special things with one particular type of equipment like a rope or a shield. This section details Heavy Blade Scabbard tricks (like flipping a disarmed weapon into an empty scabbard) and Shield tricks (like throwing your shield to bounce off stuff like Captain America). I've never used equipment tricks in a game, but some of them actually look pretty fun.

A two-page "Faith" section introduces several new items for divine casters, most of them relating to a cleric's ability to channel energy.

The "Magic" section, also two pages long, focuses on the concept of Alchemical Power Components: basically, using an alchemical item as an added component when casting a spell to boost its power. Using a flask of alchemist's fire when casting burning hands, for example, means that one target that fails its save catches on fire. Some of the boosts are quite minor, while others could be extremely useful in the right circumstances, like using a tanglefoot back to allow your black tentacles to reroll grapple checks.

The "Persona" section details an NPC alchemist-for-hire named Arayam Bismut. Bismut is given an intriguing backstory involving a family curse and could make a decent cohort. A major thing to keep in mind, however, is that this product came out (I assume) before the Alchemist class became part of the game, so Bismut is statted out as simply a Level 6 Expert.

The final section, oddly labelled "Social", introduces the concept of Equipment Traits: things like having an heirloom weapon or being more skilled than most at using improvised weapons. Two new feats (Sly Draw and Splash Weapon Mastery) aid rogues who want to feint and bomb-hurlers respectively.

It's hard to imagine a player flipping through this book and *not* finding something useful for their character. The options provided expand, quite usefully, the understandably limited selection in the Core Rulebook. On the other hand, as everything apart from the NPC is open content, these items could just as easily be found in the PRD or PFSRD. Still, I'm confident the upcoming sequel to this book will also sell like hotcakes.

Note: The first printing of this book was apparently full of errors and typos. This review is based on the second printing.


3/5

I've reviewed this book over on RPGGeek.com.


A Small Treasure Hoard of Arms & Armor

3/5

This very slim 32 page addition for the Pathfinder Campaign Setting primarily adds new weapons to your Pathfinder campaign, and is easily adapted to most Fantasy Role Playing Games.

There's charts for weapons on the inside front and inside back covers. Inside, of course, there's a large section on Weapons, Armor, and Adventuring Gear, and small sections on combat, faith, magic, an NPC in the Persona section, and social info.

This book is a supplement to the Pathfinder RPG Core Rulebook. The regular weapons pages gives info on everything from Aklys to Wooden Stakes. There's a very small bit about armor and shields. There are great new Adventuring Gear items, from Area Maps to Wrist Sheaths. Even more special substances like Alchemical Grease or a Water Purification Sponge. There are tool kits and spell kits, Clothing, Food Drink and lodging, mounts pets and gear, Entertainment items, what's available on the Black Market, and converting Pathfinder Chronicles Campaign Setting items.

Then comes the charts you will need in order to introduce all these things to your campaign. There's also a quick overview of Equipment Tricks, Channelling Foci, Alchemical components, and Equipment traits and new feats. Then there's Arayam Bismut, an alchemist for hire, who has an interesting back story, and a number of kinfolk. He might make a great NPC when GM's go looking for adventure seeds.

Although you might think the small size of this book limits its focus, I believe that it is chock full of useful gaming facts. My players use it all the time. The only thing keeping it to just three stars is the total length - I wish it had been bigger. Highly recommended.


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Generally, the most recent printing of a product is the one that is treated as having the correct information. So if the 2nd printing of AA came out after the scenario, then that would be the correct version to use. I am not sure of the printing order of things, but it is possible that the scenario you mention used stats from the 1st printing of AA and it was updated/erratad in the 2nd printing.


I have to ask something about brass knuckles

Those are a weapon that allows you to to 1D3 unarmed lethal damage, and has the monk property (Monks can flurry with it)

But a monk with it will fight WORSE, in any aspect: His flurry will be lower, he don't get an alternate damage type (Slashing or Piercing) nor anything else.

Also, for a fighter it's also worse! A fighter with "Improved Unarmed" would do 1d3+STR, but since Brass Knuckles are Light Weapons, a fighter would add 1d3+(STR/2) and could only add 1 extra damage per Power Attack.

What I say is that now, those are a weapon that only makes you fight WORSE, and weapons shold improve your fighting, not worsening it! Brass Knukles are a monk weapon that is bad for fighters and terrible for monks.

So, I must asl... is there any use for them? What does the development team have in their mind for this weapon? It hasn't any text about how it is easier to conceal it, nor anything. RAW say "Benefit: Brass knuckles allow you to deal lethal damage", but almost EVERYTHING in the list allows it!


^ One can use magical versions of the brass knuckles that may have less die damage but more bonuses to damage as well as bonuses to hit, not to mention varied properties that are useful. Using such an item would free up an amulet slot (for things such as amulet of natural armor or any number of other items) that would normally be taken up by an amulet of mighty fists. Furthermore, an amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5, IIRC (and the d20pfsrd is correct). So, brass knuckle enhancement bonuses (enhancement and otherwise) can seriously eclipse what can be gained without them.

Grand Lodge

"Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them." - http://paizo.com/pathfinderRPG/prd/advanced/advancedGear.html#brass-knuckle s

So two sources have it one way, and one source doesn't. If the latest printing of the AA is right, then at very least the PRD should be updated.


Why do developers hate monks so much? There is no good reason why every new source book/change/errata never has anything that helps buff the Monk class. I've seen the "That doesn't fit our vision of the Monk" excuse a few times. Well, now you have archetypes that deviate from that vision; it's perfectly feasible that a Ki-less chaotic-evil (or even a chaotic-neutral) Martial Artist would use brass knuckles, gauntlets, or cesti to give them and edge over their opponents. In what sense does magnifying the force of a punch lessen the damage it does?

A 12th level Monk is trying to keep up using it's FOB with 5 possible hits and 2d6 damage per hit. Meanwhile, the Two-Handed Fighter gets 3 possible hits and is hitting for 2d6 (greatsword) damage... plus double strength damage, plus weapons training damage, plus (greater)weapon specialization damage, plus double power attack damage (if they are using power attack). Also, the Fighter had a better chance to hit to begin with thanks to greater weapon focus and weapons training. So, the "fighters are the best with weapons, monks are the best unarmed" argument doesn't measure up since monks can never match the chance to hit or the damage output of fighters (while the Martial Artist archetype does have access to fighter feats, however they can not get weapons training or anything equivalent to it).

No matter how the developers try to justify it, (Pathfinder, D&D, and any other variants) monks are not, nor have they ever been comparably balanced with the other melee classes.

Silver Crusade

Pathfinder Adventure Path Subscriber

Every thread
is a Monk thread


Gorbacz wrote:

Every thread

is a Monk thread

Dear Talking-Bitey-Bagey,

Flag the post and move on. Don't feed the trolls.

Signed,

Guy-Looking-At-You

Scarab Sages

I sent the following email to Sean Reynolds in response to a post he made about brass knuckles.

Me wrote:

I saw the following post and I wanted to offer my insight and try to make things less complicated/ obnoxious:

Sean K Reynolds wrote:

Treating brass knuckles, gauntlets, spiked gauntlets, cesti, and rope gauntlets as "unarmed attacks" doesn't make a lot of sense (because you're not unarmed, you have metal/leather/rope/etc. there).

It also brings up weird questions like
* If I have +5 flaming brass knuckles/gauntlets/spiked gauntlets, am I doing unarmed strike damage, the listed weapon damage, or both?
* How do the magical properties on those weapons interact with my monk unarmed damage? Does this make the ki focus properly useless on these types of weapons?
* Am I doing monk unarmed damage plus enhancement bonus plus 1d6 fire?
* How does this interact with an amulet of mighty fists?
* How does this interact with properties like brilliant energy?
* What about creatures that harm attackers who hit them, am I considered armed and safe or unarmed and not safe?
Making all of these weapons act 100% like weapons and not refer to unarmed attacks at all means these questions go away."

Using the following response is not an appropriate method of addressing this problem-

"Making all of these weapons act 100% like weapons and not refer to unarmed attacks at all means these questions go away."

That is taking the lazy way out rather than taking the time to logically fix the problem.

Here is the easy (and logical) way to address all problems without completely negating the reason these "weapons" even exist.

Fist weapons still treat the PLAYER as being "unarmed" at all times. For the purposes of abilities and so on... (EXCEPT! The WEAPON is still treated like an item for purposes of Rust monsters, magnets, sundering and so on..)
--------

Now for a more in-depth explanation of how this Unarmed weapons will still work the way they always have-

Normally an unarmed attack is something like...1d6+[STR] (subdual) for medium creatures, right? Okay, as I'm reading it...brass knuckles dont add or have their own damage modifier- All they do(on their own) is change the damage on unarmed from subdual to lethal. So- All it really does for the monk is give them something to enchant. If there are monk powers that emulate enchantments (like treating monk fists as magical or giving them the ability to deal fire/ice/acid/etc...bonus dmg) then simply say "it doesnt stack" like you do with everything else that offers similar bonuses. Its not much a stretch to simply point to an existing rule that already covers situations like these.

"* What about creatures that harm attackers who hit them, am I considered armed and safe or unarmed and not safe?"

Alot of people seem to forget that those creatures damage your weapons... You have rules regarding item/object durability- but most people seem to forget that. I remember playing 3.0 D&D and fighting things like oozes and elementals where every time you attacked, you had to roll saves not to be disarmed when your weapon got sucked into the ooze. Also, your weapon had to save VS things like acid, rust, and fire. In addition to the GM keeping track of your weapons hardness and hp. People with mundane weapons were at high risk of having them damaged or destroyed. Even magic weapons weren't completely immune...

So- monks with brass knuckles or rope gauntlets? You should still consider them unarmed-because punching an ooze still gets you up to your elbow in gross, and punching a fire elemental, still sets you on fire. Players who even question this are deliberately being obtuse because they just dont wanna take damage.

Addressing all these issues with monks and fist-weapons will take up about a page in your errata booklet. They are a 25%-50% weapon that simply need to be treated with special circumstances; -kinda like shield-bashing. The ONLY fist weapon that should get its own damage (not counting damage enchantments) is the Spiked Gauntlet- which isnt much different from a punching dagger. And actually...monks shouldnt even be proficient with gauntlets- Really- I've always view gauntlets as part of armor... But all fist-weapons should have the same stats- It turns subdual into lethal and gives you something to enchant; just a different flavor (rope gauntlet vs brass knuckle) but thats all they do, Period.

Thankyou for listening and I hope I could help you change your mind about this issue and use my advice. Feel free to take credit for it as well. I would rather like see this issue fixed than to simply remove their versatility as unarmed weapons altogether.

Scarab Sages

He basically replied with "I dont have time for private rules discussions"
Even tho... I was simply sending him a suggestion, to take to his team.

I had hoped that he might have been a little open minded. My idea would really work.

Fist weapons arent that complicated as he made them out to be.

Developing errata to ensure game balance is one thing, but changing the rules because, you dont like it or you think it "doesnt make sense"... Well, thats what GMs in home games do and its kinda cheating.
Thats why I joined PFS in the first place, is so that the GMs are FORCED to stick to the printed rules.
If Sean personally has something against monks wielding flaming brass knuckles, then he dont have to allow it in his game. If he thinks it might be unbalanced, then his team can playtest it. Thats what theyre there for. I hope that the team has the opportunity to try my idea and vote on it before the next errata goes to print.

Contributor

1 person marked this as a favorite.
Vixeryz wrote:

He basically replied with "I dont have time for private rules discussions"

Even tho... I was simply sending him a suggestion, to take to his team.

Actually, my reply was this:

Hi!

One, I don't really have the time to have private rules discussions about publicly-discussed topics.

Two, if you're using a fist weapon, you ARE NOT unarmed. You are armed. By definition, you are not unarmed, because you are using a weapon that isn't just your body.

Thanks!

FYI, here is the Paizo FAQ on using private messages to contact the staff.

And while "Addressing all these issues with monks and fist-weapons will take up about a page in your errata booklet," that doesn't help us in fixing the brass knuckles in the print version of the APG and Adventurer's Armory (and, soon, Ultimate Equipment). We can't just cram an extra page of text into a book.

And by the way, suggesting that a person is "taking the lazy way out" or is "kinda cheating" isn't likely to make them want to listen to what you have to say.

Silver Crusade

Pathfinder Adventure Path Subscriber

So, I can start PM'ing Paizo staff with those 500 rules changes ideas I have? They're all so brilliant that I hope the team considers them seriously! ;-)

Scarab Sages

First I want to say, I mean no offense to anybody here- I'm just laying out the evidence. (and my reactions to that evidence, as mildly and politely as I can.)

Finally, I would just like to make reference to a similar conversation that Sean K Reynolds was having with some dude named "QuantumSteve" about Shield sconces... Quantumsteve thinks theyre silly and was arguing with Sean about your arm getting tired or not being able to defend as well while wielding a lantern shield and something about people lined up in a dark hallway with one torch and how realistically the light would be blocked by the person in front of the torch-bearer...

Anyway... here is the relevant bit where sean and steve are arguing about whether things "make sense" in game.

Quantumsteve wrote:

But isn't it reasonable to want to avoid trouble spots by saying 'no' to ideas that don't make sense?

Sean K Reynolds wrote:


Using your definition of "don't make sense."

So, the point is Sean is saying 'no' to ideas that dont make sense. Such as monks wearing flaming brass knuckles and adding 1d6 flaming damage to his monk unarmed damage with flurry of blows. Yet still treating them as unarmed for the purposes of other things...

Using his definition of "don't make sense."

Hypocritical? maybe...

So Sean posted something (in a thread I can no longer find, to be able to quote it) essentially saying he thinks monks with fist-weapons is dumb and he intended to remove it before the most recent printing of APG. He stated that "Even tho the latest errata doesnt say to remove the last sentence saying that monks can use their unarmed damage with brass knuckles, I'm telling you, that you can't."

'I'? Sean...really? What does your team think? Evidently Jason doesn't agree with you. Or at least, that's my guess since it wasnt changed in the last errata.

Sean K Reynolds wrote:

The design team works together on these things. And before it goes to print, Jason reads all the rules content as a last-minute check.

How brass knuckles interact with monk attacks was a decision the design team reached after discussing it.

I'm sure glad that as of the latest published errata, the TEAM decided not to post that bit about you wanting to remove the *Note:" in the brass knuckles description that said that monks still use their unarmed damage when wielding these. Or maybe it was Jason that pulled it at the last minute?

I hope that Sean realizes that him saying on the forums- that he intended to edit that bit about the monk/brass knuckles and him saying that HIS final ruling is what you should go by (and not the current errata) isnt actually legal or valid. The forums are merely clarifications on already existing rules, its not a place to post NEW errata, even if you MEANT to do it earlier. (Just like you cant say, "you meant to do something different" after your turn has ended)

Nothing is set (legal/valid) until its published; that way it cant be interpreted as "one guy" ranting or "playing god" or w/e. So, maybe in the next printing/errata Sean will get his wish. But for now, we still get to use monk damage with brass knuckles.

Scarab Sages

Gorbacz wrote:
So, I can start PM'ing Paizo staff with those 500 rules changes ideas I have? They're all so brilliant that I hope the team considers them seriously! ;-)

They arent rules change ideas... Actually, my ideas were to use already existing rules to offer more clarification to a mechanic that wasnt broken, yet Sean just wanted to throw it out for no reason other than he didnt think it made sense and was tired of munchkins asking dumb questions about how many twinks they could stack to try to legally break they system.

In short- Please dont take it out, the rules already cover those situations! SEE? here, here, and here! Just a tiny bit of clarification errata is all you need.

Scarab Sages

Sean K Reynolds wrote:
Vixeryz wrote:

He basically replied with "I dont have time for private rules discussions"

Even tho... I was simply sending him a suggestion, to take to his team.

Actually, my reply was this:

Hi!

One, I don't really have the time to have private rules discussions about publicly-discussed topics.

Two, if you're using a fist weapon, you ARE NOT unarmed. You are armed. By definition, you are not unarmed, because you are using a weapon that isn't just your body.

Thanks!

I said: "basically" which means essentially, which means I summarized.

BTW... I said "treated as unarmed" for the purposes of certain situations.
Of course you arent ACTUALLY unarmed...

Contributor

You are posting speculation based on a serious lack of information about how design discussions work in general and how this specific design decision happened.


1 person marked this as a favorite.

I assume that this book will become largely irrelevant once the Ultimate Equipment book comes out?

And Sean, I appreciate your patience and restraint with respect to forum communications. Keep up the good work!

Contributor

AA will still have some Golarion-only content that wasn't appropriate for Ultimate Equipment, and UE doesn't have equipment feats or the alchemical focus material, but if you're just looking for "standard" coverage of nonmagical equipment, you won't be needing AA so much once UE is available.


I still can't believe this sense of entitlement. Sean, your poise is remarkable.


Gorbacz wrote:
So, I can start PM'ing Paizo staff with those 500 rules changes ideas I have? They're all so brilliant that I hope the team considers them seriously! ;-)

Sounds like it. Then you can publicly post your PMs to them together with your interpretation of their responses.


I can't find this change of the monk brass knuckle rules in any official FAQ or errata, and the PRD has them listed as dealing monk unarmed damage as well. What does this mean for a PFS character, do we go off of the most recent errata/PRD or by what a designer has posted on the webpage? i know in the past designers have posted opinions(sometimes differing) about how rules should work on this site but that's all they could be taken for, opinions rather than the official rules that society uses?

I ask both because I think that brass knuckles doing monk damage as the PRD says is the only way for brass knuckles to not be utterly useless(and hose monks) and because I haven't played society before but have flirted with the idea of going to a session here in the DFW area in a couple weeks. A monk is just one of a number of ideas for a character though, so if I don't get a response I can just go with something else.

Contributor

As I mentioned in this thread or another, how often do you see skilled martial artists IRL using brass knuckles?

(Brass knuckles are for chumps who aren't actually good at fighting unarmed.)


Sean, this is a thread about a book about equipment. So just what is your avatar?

Contributor

A potion bottle with a label with a cloud on it. :)


As often as I see people one-handing bastard swords, fighting with Aldori dueling swords, falchions, syringe spears, ogre hooks, scythes, pickaxes, earth breakers, Chakram, or any number of other fantastic or odd Pathfinder weaponry. And cestus, tekko, those different clawed weapons, plus more modern weighted gloves or hand wraps at least give some basis in the real world for martial styles that utilize some form of augmentation for a bare hand.

However, I'm not interested in whether popular martial artists use brass knuckles, I just was wondering whether the opinion discussed in here had been put into the PRD or any official FAQ or errata, and whether PFS uses this interpretation for their characters.

Edit: that came out a bit snarky, I apologize for that. I was meaning to point out that other analogues to brass knuckles have been used in the real world, and that weapons and styles that would be considered really odd in the real world are common and useful in Pathfinder, so while many martial artists that we know from real world fiction steer clear of brass knuckles there's no reason to believe that in Pathfinder a style based around weighted fists couldn't have developed, so brass knuckles or an equivalent could be more common.

Contributor

My point is that monks in the game can punch through steel. Their punches are already better than anything real martial artists can do. A badass monk with brass knuckles is like putting training wheels on a Harley Davidson motorcycle: completely unnecessary and looks like you don't know what you're doing. Brass knuckles are for chumps who can't punch through steel... chumps who need to protect their "baby hands" from damage, and who need help to concentrate the force of the blow into something capable of dealing lethal damage.

As for which version of brass knuckles PFS uses, I don't know for sure, but I suspect it's the most recent source, which is APG + errata.

Grand Lodge

The problem is that though they have the damage capability to punch through steel, the monks get hosed when trying to get past the AC. They don't have many options, in fact only Amulet of Mighty Fists to give them an enhancement bonus to attacks.

I think until an alternative is produced, many of the people that complain about the brass knuckle/cestus/monk issue are looking for a way around getting stuck with having to dish out the cash for the amulet.

I, personally, have nothing against the cost. I just don't want an amulet, because I keep thinking Steven Seagal in Glimmer Man or Bruce Leroy! (Not that there is anything wrong with it, but it feels a little 70s) In a home game, I can have another item enchanted like that, be it bracers, hand wraps, whatever fits my vision of the character.

I think people fail to realize that just buying an individual brass knuck, the monk will not be able to flurry with it. The primary attack will be fine, but the off hand will not.

I dunno, it is a little frustrating when you have a monk that is falling behind everyone, because he simply cannot hit his target.

Of course I am rambling about now... >.< There's a point in there somewhere!

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Sean K Reynolds wrote:
As for which version of brass knuckles PFS uses, I don't know for sure, but I suspect it's the most recent source, which is APG + errata.

Sorry to correct you Sean..

But the Most recent source and the Version PFS uses is the Adventurer's Armory Version (2nd printing January 2011), not the most recent APG version (2nd printing December 2010).

There is still no "Offical" errata for the APG on this, We are still waiting on the 3rd printing which you you have a better idea then I do when that is coming out... ;)

I am expecting and hoping we will see it corrected (Adventurer's Armory Version) for the PRD once the Ultimate Equipment comes out, which I suspect will be before the 3rd printing of the APG.

Contributor

3 people marked this as a favorite.
Aeshuura wrote:
The problem is that though they have the damage capability to punch through steel, the monks get hosed when trying to get past the AC. They don't have many options, in fact only Amulet of Mighty Fists to give them an enhancement bonus to attacks.

And the fix to the monk class should not be an item fix. And it shouldn't be "the best weapon for monks to use is a pair of brass knuckles."

Treat the problem, not the symptom.

Liberty's Edge

Since like the 1ed monk was punching stuff, in my games the solution was always magical gloves or wristwraps. They enchanted the monk's whole body, so if he did a roundhouse or whatever that still had all the benefits. Thematically that always worked great for us.

I'm glad you guys are actively working on the monk. I think your vastly improved monk (the ki pool is amazing) got a lot of early fans, and they are definitely vocal :P

I do agree that brass knuckles seem like a really stupid fix for monks. Even games like Diablo 3 that make you equip weapons on your monk don't display them while you are actually doing your attacks- the weapons are for the stats.

Grand Lodge

Sean K Reynolds wrote:
Aeshuura wrote:
The problem is that though they have the damage capability to punch through steel, the monks get hosed when trying to get past the AC. They don't have many options, in fact only Amulet of Mighty Fists to give them an enhancement bonus to attacks.

And the fix to the monk class should not be an item fix. And it shouldn't be "the best weapon for monks to use is a pair of brass knuckles."

Treat the problem, not the symptom.

I like the idea, but how would you propose to do it? I know this not be anywhere near official, but would you consider a change to the ki strike ability? (I have always liked the concept of the idea and visualized it like the "glow" from Barry Gordi's Last Dragon... )

Contributor

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That's a discussion the design team will be having.

Grand Lodge

Thanks, Sean! I would be interested in how this final decision would be presented... would it be incorporated into the Core Rulebook, introduced in another rulebook, or as a non-official messageboard release?

I guess my biggest concern is, would it affect Pathfinder Society Organized play? I know you would not be able to answer this right now. I guess I bring it up for your consideration. ^_^ Thanks for being so active in this community and dealing with us so patiently!

Contributor

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Ideally, the change would be added to the next printing of the Core Rulebook and listed in the errata document. And, given the amount of attention it has, mentioned on the blog.

Grand Lodge

Cool, thanks Sean! Really looking forward to Paizocon! It'll be my first! Really interested in the Rules Workshop and Q&As...

Liberty's Edge

Sean K Reynolds wrote:
That's a discussion the design team will be having.

I eagerly await news of any decision.

The Exchange

The Monk thing again? Here is my solution(s):
(feel free to use in any upcoming suppliments)

Ki Weapon(spell)

School conjuration; Level bard 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range touch
Target 1 weapon touched
Duration instantaneous
Saving Throw Fortitude (object); Spell Resistance yes (object)

DESCRIPTION

You imbue a melee weapon with your power. Make a melee attack roll. If it hits, the target takes damage from the weapon as if you had hit it with a single unarmed strike (including your Strength bonus).

OR

Ki Weapon (Su)(monk ability)

At 5th level, a monk may spend 1 point from his ki pool as a swift action to change the damage dice of his melee weapon to that of his unarmed strike. This lasts until the start of his next turn. For example, a Medium monk's kama normally deals 1d6 damage; using this ability, his kama deals 1d8 damage until the start of his next turn.

This ability replaces purity of body.

OR

Ki weapon enhancement:

Aura Moderate transmutation; CL 7th; Craft Magic Arms and Armor, Ki weapon; Price +1 bonus.

DESCRIPTION

This enhancement can only be placed on a melee weapon which is usable with the monk's flurry of blows ability.

Ki weapons are highly in tune with a monk's unarmed fighting style. A wielder with the Improved Unarmed Strike ability can choose to apply her unarmed strike damage to damage rolls with the weapon in place of the weapon's normal damage.

Liberty's Edge

@Sean - Is there any movement in possibly allowing the monk to enchant themselves as a weapon, perhaps as an ability gained alongside the Magic/Lawful/Adamantine line...if it was a meditation ritual with the same cost as a double weapon it fits the flavor and wouldn't have to eat a lot of word count.

Grand Lodge

I like the idea of a similar ability to the Magus, but a lesser form that would allow the monk to spend a ki point and gain an enhancement bonus to unarmed strikes for a short amount of time. Since they get the other ki strike ability, I would not let them do the weapon quality abilities (leaving that for the realm of amulet of mighty fists).

Perhaps, rather than a whole new ability, expand on the ki strike ability that the monk already has.

Contributor

We're focused on getting NPC Codex finished right now.


I wouldn't expect much until gencon season is over.

Grand Lodge

Understandable... ^_^ Actually looking forward to the NPC Codex box! Then I can use some of them for my characters instead of minis...


Sean K Reynolds wrote:
My point is that monks in the game can punch through steel.

Just not through solid steel golems :)


Glutton wrote:
Sean K Reynolds wrote:
My point is that monks in the game can punch through steel.
Just not through solid steel golems :)

Or Bone, Brass, Clay, Flesh, Iron, heck even Wood golems could be a problem at the levels a monk will encounter one, I guess breaking wood with a bare hand isn't something common on Golarion. To be fair, that's more an odd thing about golems than a problem with monks I think, DR/adamantine covers all of them(except glass I think) regardless of material, probably because they're magically made or something which can sorta justify it. Anyways, while the monk ruling is very far from what I want I'll just steer clear of PFS and make sure my own games interpret rules in ways that help the class. Good luck with the NPC codex, that is something I am really excited for!


Wood golems are a problem for everyone at that level!


After a second look, and realizing splintering was a free action, I agree. Though DR 5 at level six probably won't ruin a power attacking greatsword wielder's day the way it would a monk or archer(though an archer could have clustered shot by level 6 and worry less too), and at least fire magic can affect it. Anyways, kinda a tangent but glad your comment made me give that creature a second look, it could be trouble for a level 5-6 party with a bit of bad luck.

Silver Crusade

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Pathfinder Adventure Path Subscriber

*looks at Adventurer's Armory*

*looks at Ultimate Equipment*

*smiles*

*stashes AA's physical copy in the cellar, deletes the PDF, hugs Ultimate Equipment*

Silver Crusade

Gorbacz wrote:

*looks at Adventurer's Armory*

*looks at Ultimate Equipment*

*smiles*

*stashes AA's physical copy in the cellar, deletes the PDF, hugs Ultimate Equipment*

Almost me too. However, I like the feat Equipment Trick (Shield) too much to go quite that far.


Sean K Reynolds wrote:
As I mentioned in this thread or another, how often do you see skilled martial artists IRL using brass knuckles?

About as often as I see real-world martial artists fighting mythical creatures that are inherently resistant to punches. ;)

Sean K Reynolds wrote:
My point is that monks in the game can punch through steel. Their punches are already better than anything real martial artists can do. A badass monk with brass knuckles is like putting training wheels on a Harley Davidson motorcycle: completely unnecessary and looks like you don't know what you're doing. Brass knuckles are for chumps who can't punch through steel... chumps who need to protect their "baby hands" from damage, and who need help to concentrate the force of the blow into something capable of dealing lethal damage.

What Pathfinder Monk can punch through steel??

Hardness of 10, 30hp/inch. Even Monk unarmed strikes don't bypass hardness until level 16 (generally past the "retirement" levels), and 2d10+substandard Str doesn't get you to 30-40+ damage in one hit.
No, Mr. Reynolds, Monks do not punch through steel. :P


Neo2151 wrote:
Sean K Reynolds wrote:
As I mentioned in this thread or another, how often do you see skilled martial artists IRL using brass knuckles?

About as often as I see real-world martial artists fighting mythical creatures that are inherently resistant to punches. ;)

Sean K Reynolds wrote:
My point is that monks in the game can punch through steel. Their punches are already better than anything real martial artists can do. A badass monk with brass knuckles is like putting training wheels on a Harley Davidson motorcycle: completely unnecessary and looks like you don't know what you're doing. Brass knuckles are for chumps who can't punch through steel... chumps who need to protect their "baby hands" from damage, and who need help to concentrate the force of the blow into something capable of dealing lethal damage.

What Pathfinder Monk can punch through steel??

Hardness of 10, 30hp/inch. Even Monk unarmed strikes don't bypass hardness until level 16 (generally past the "retirement" levels), and 2d10+substandard Str doesn't get you to 30-40+ damage in one hit.
No, Mr. Reynolds, Monks do not punch through steel. :P

He didn't say "Punch through steel in a single punch". If a monk has an afternoon to whittle away, maybe.


Ashram wrote:
He didn't say "Punch through steel in a single punch". If a monk has an afternoon to whittle away, maybe.

In that regard, Monk's aren't the only ones who can do it. :P

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